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		<title>Weapons.tbl</title>
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		<updated>2023-11-08T23:03:34Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: Add &amp;quot;+Lock FOV:&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2023-10-25|bb47531c55b16bc9a965b446aecd431b6a7ef535}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The '''weapons.tbl''' defines all of the weapon classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.&lt;br /&gt;
&lt;br /&gt;
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
'''REQUIRES:'''&lt;br /&gt;
*'''&amp;quot;beam&amp;quot;''' flag&lt;br /&gt;
*'''[[weapons.tbl#$BeamInfo:|$BeamInfo:]]'''&lt;br /&gt;
&lt;br /&gt;
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]&lt;br /&gt;
&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
'''REQUIRES:'''&lt;br /&gt;
*'''&amp;quot;flak&amp;quot;''' flag&lt;br /&gt;
*'''&amp;quot;particle spew&amp;quot;''' flag&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*A '''.pof''' model must be defined ( usually '''Hornet.pof''' )&lt;br /&gt;
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails may also be added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''End''' before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''Primary Weapons'''&lt;br /&gt;
***Defines all '''standard primaries weapons''' as well as '''beam cannons''' and '''flak cannons'''.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''Secondary Weapons'''&lt;br /&gt;
***Defines all '''secondary weapons'''.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''Beam Weapons'''&lt;br /&gt;
***I haven't got any ideas for this one.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''[[Weapons.tbl#Countermeasures|Countermeasures]]'''&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**'''$Player Weapon Precedence'''&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
==Core Table==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*This is the name of the weapon. If it's going to be used by the player, keep it under 12 characters so it doesn't spill over the HUD box.&amp;lt;br&amp;gt;Two special characters can be used in the name: '''#''' and '''@'''. Their usage details are the very same than inside the [[Ships.tbl#.24Name:_2|$Name field from Ships.tbl]].&lt;br /&gt;
*Syntax: '''''String'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line '''+nocreate''' to prevent the game from creating an incomplete entry with very few valid fields.  If the entry does not already exist (either in weapons.tbl or in earlier parsed *-wep.tbm files), the modular entry is skipped.}}&lt;br /&gt;
&lt;br /&gt;
===+remove===&lt;br /&gt;
{{Table210|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line '''+remove''' to completely remove a previously parsed entry.}}&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*An alternative name that can be referenced instead of $Name:&lt;br /&gt;
*Syntax: '''''String'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subtype:===&lt;br /&gt;
{{Table3610| &lt;br /&gt;
Specifies the weapon 's subtype. Overrides the default subtype as specified by the #-section it is in (#Primary, #Secondary, #Beam Weapon, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
:Since the weapon subtype is already specified by the #-section it is in, this option is not particularly useful when the weapon is inside a #Primary or #Secondary section. However, it may be used to specify the weapon slot it uses on fighters/bombers for weapons that are normally capship only (such as beam cannons).}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''String'''''&lt;br /&gt;
*Valid Entries: &lt;br /&gt;
:Primary&lt;br /&gt;
:Secondary}}&lt;br /&gt;
&lt;br /&gt;
===+Title:===&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.  Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Syntax: XSTR('''''&amp;quot;String&amp;quot;''''', -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Description:===&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren't based on any hard numbers, just approximations. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by '''$end_multi_text'''&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;''Standard Issue&lt;br /&gt;
''Level 3 Hull Damage&lt;br /&gt;
''Level 2 Shield Damage''&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===+Tech Title:===&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR('''''&amp;quot;String&amp;quot;''''', -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Anim:===&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: '''''String''''', animation filename&lt;br /&gt;
**Example: ''Tech_Subach_HL-7''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Description:===&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by '''$end_multi_text'''&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;''The Subach-Innes HL-7...''&amp;quot;, 3245)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Turret Name:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Renames a turret to this if this is the first weapon on a turret.&lt;br /&gt;
*Syntax: XSTR('''''&amp;quot;String&amp;quot;''''', -1)}}&lt;br /&gt;
&lt;br /&gt;
===$Tech Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines model used in wing loadout screen for the weapon. 3D weapon models in the tech room have not yet been implemented.&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Pos:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. The position of the camera relative to the model center. Only valid if a tech model is defined&lt;br /&gt;
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Zoom:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. How far the camera's zoomed in, defines camera's FOV.&lt;br /&gt;
*Syntax: '''''Float''''', radians}}&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: '''''String''''', either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HUD Image:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from '''''@Laser Bitmap:''''' and ending to '''''@Laser Tail Radius:''''' are not needed if a model has been defined for the weapon.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is 'none'.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: '''''String.pof''''' or ''none'', model filename&lt;br /&gt;
**Example: ''none''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targeting view&lt;br /&gt;
*Syntax: '''''Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Optional.  If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)&lt;br /&gt;
*Syntax: '''''(Detail Distances)''''' , list of '''integers''' (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: ''(0, 80, 300, 900)''}}&lt;br /&gt;
&lt;br /&gt;
===$External Model File:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb's external-visible-weapon code.&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation speed of the subobject, with the $gun_rotation property defined, in the external weapon model.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Note: weapon fire will be delayed by the time it takes for the weapon to spin up to this speed (using $Submodel Rotation Acceleration or its default value), regardless of whether an external model is used or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Note: It's no longer required that the ship actually have external models enabled (whether or not this weapon has one defined) for the spin up delay to occur.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Acceleration:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation acceleration of the external weapon model.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default value: 10}}&lt;br /&gt;
&lt;br /&gt;
===@Laser===&lt;br /&gt;
In the event a 3D model is not defined for the weapon, FSO creates an object similar to a glowpoint. Essentially, it is a 2D plane that always faces the player's camera with an additive texture applied to it, and may or may not have an omnilight follow it.&lt;br /&gt;
&lt;br /&gt;
As suggested by its name, this option group is normally used for lasers and similar primaries, but it may also be used for other weapon types as well.&lt;br /&gt;
&lt;br /&gt;
Unless said otherwise, the graphic files used within this group may be of any compatible type (.DDS, .PCX, .TGA, etc.), however a .DDS is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
Defines the graphic file to be used as the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
Syntax: '''''String''''', filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Bitmap: my_laser_bitmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another laser graphic file to be used and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&lt;br /&gt;
&lt;br /&gt;
Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
Defines the graphic file to be used for the glowmap of the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
*This file is 'multiplied' by a value between Color and Color2.&lt;br /&gt;
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.&lt;br /&gt;
&lt;br /&gt;
Syntax: '''''String''''', filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Glow: my_laser_glowmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another graphic file to be used for the laser glow and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&lt;br /&gt;
&lt;br /&gt;
Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Angle:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Overrides the angle in degrees from the front (or back) that the head-on transition crossfade is at exactly a 50/50 blend.&lt;br /&gt;
&lt;br /&gt;
Syntax: '''''Float''''', degrees&lt;br /&gt;
Default: Calculated from the ratio of the laser's length to its average radius}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Rate:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines how quickly the head-on transition fades from one bitmap to the other. Greater than 20 is an instant switch with no blending.&lt;br /&gt;
&lt;br /&gt;
Syntax: '''''Float'''''&lt;br /&gt;
Default: 2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
The RGB color of the glow effect.&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
&lt;br /&gt;
Syntax: '''''Color''''', red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0, 0    ; Red glow effect at the start of the effect's lifetime&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
The RGB color of the glow effect at the end of the effect's lifetime (at its maximum range).&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color &amp;quot;fades&amp;quot; from Color to Color2 over its lifetime.&lt;br /&gt;
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color.&lt;br /&gt;
&lt;br /&gt;
Syntax: '''''Color''''', red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; Blue glow effect at the end of the effect's lifetime.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0,   0    ; Start with a Red glow effect, and fade into...&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; a Blue glow effect over the lifetime of the effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
Defines the length of the weapon effect.&lt;br /&gt;
*This option stretches the 2D plane &amp;quot;away&amp;quot; from its origin.&lt;br /&gt;
Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Length:  1.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
Defines the width of the leading edge, or &amp;quot;head,&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane farthest away from its origin is the leading edge.&lt;br /&gt;
Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Head Radius: 0.75&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
Defines the width of the trailing edge, or &amp;quot;tail&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane that is closest to its origin is the trailing edge.&lt;br /&gt;
Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Tail Radius: 0.75&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Light color:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the color of light cast by the weapon.&lt;br /&gt;
*Syntax: '''''Color''''', red, green, blue respectively, from 0 to 255&lt;br /&gt;
*Default value: If not set, the color is white for weapons with models, or based on the laser colors otherwise }}&lt;br /&gt;
&lt;br /&gt;
===$Light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the maximum distance light cast by the weapon will reach. Increasing this will tend to make it appear brighter near it's center&lt;br /&gt;
*Syntax: '''''float''''', any positive value&lt;br /&gt;
*Default value: The defaults for different weapon types are set in [[Lighting_Profiles.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Light intensity:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Acts as a multiplier to the brightness of the light cast by the weapon. This changes the brightness without affecting the radius.&lt;br /&gt;
*Syntax: '''''float''''', any positive value&lt;br /&gt;
*Default value: 1}}&lt;br /&gt;
&lt;br /&gt;
===$Collision Radius Override:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Weapon - weapon collisions are treated as two spheres, where a laser's sphere's radius is equal to its Head Radius, and a missile's is the radius of its associated model (possibly doubled). Using this will override either of those values.&lt;br /&gt;
*If used on a beam it will override its collision radius as well, instead of using the widest section.&lt;br /&gt;
*NOTE: If the weapon is interceptable, such as a bomb or has been given hitpoints, this value will ''still'' be doubled, unless the &amp;quot;no radius doubling&amp;quot; flag is used.&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mass:===&lt;br /&gt;
*Scales the kinetic effect this weapon has on its target. With higher mass imparting a stronger effect.&lt;br /&gt;
*The eventual kinetic effect is also multiplied by the speed. ie ''$Mass: 3'' and ''$Velocity: 200'' has much weaker kinetic effect than ''$Mass: 3'' and ''$Velocity: 1000''. This is also true for the intesnity of the &amp;quot;shudder&amp;quot; effect, if flagged.&lt;br /&gt;
*Syntax: '''''Float''''', blast effect&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, '''''$Velocity x $Lifetime = range'''''.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targeting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: '''''Float''''', meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons (doesn't apply to 3.6.14+)&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
====+Max Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the maximum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Min Delay: to have any effect.&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
====+Min Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the minimum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Max Delay: to have any effect.&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Damage:===&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is approximately 5.88 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*The exact factor to multiply by is 100/17, or one 'pulse' of damage every 170 seconds. The generally used wisdom of 5.5 times may have been generally accurate before beam damage was made continuous and frame-rate independent, but is now out of date information.&lt;br /&gt;
*Syntax: '''''Float''''', damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
&lt;br /&gt;
===$Damage Time:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets a time from the end of the weapons lifetime that damage will start to attenuate at. '''''Example: Weapon lifetime is 2.0 seconds and the desired effect is to attenuate after 0.5 seconds have passed, set this to 1.5 seconds.'''''&lt;br /&gt;
*Syntax: '''''Float''''', seconds. Defaults to 0.0.&lt;br /&gt;
**Note: If neither +Min Damage: nor +Max Damage: is set, the damage will always attenuate to zero at max range.&lt;br /&gt;
***If both +Min Damage: and +Max Damage: are set, both are defaulted to 0.0 and damage will be attenuated to zero.}}&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the damage a weapon will attenuate to after reaching $Damage Time:.&lt;br /&gt;
*Syntax: '''''Float''''', damage.}}&lt;br /&gt;
&lt;br /&gt;
====+Min Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the lowest amount of damage possible assuming damage attenuation is taking place. '''''This has been deprecated, please use +Attenuation Damage: instead.'''''&lt;br /&gt;
*Syntax: '''''Float''''', damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
====+Max Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the highest amount of damage possible assuming damage attenuation is taking place. '''''This has been deprecated, please use +Attenuation Damage: instead.'''''&lt;br /&gt;
*Syntax: '''''Float''''', damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
===$Angle of Incidence Damage Multiplier:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon's damage to be multiplied by these factors depending on the angle of incidence. &lt;br /&gt;
*It is ''not'' linear, it is based on the sine of the angle to the surface. If the factors are 1x for minimum, and 2x for maximum, at an angle of 45° the multiplier is 1.707x, for instance.&lt;br /&gt;
====+Min:====&lt;br /&gt;
*The damage multiplier at a perfectly glancing hit, parallel to the surface (although not technically possible).&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
====+Max:====&lt;br /&gt;
*The damage multiplier when hit straight on, perpendicular to the surface.&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage.&lt;br /&gt;
&lt;br /&gt;
'''REQUIRES:''' [[armor.tbl]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''String''''', name of the damage type ( as defined by [[armor.tbl#$Damage Type:|$Damage Type]] )}}&lt;br /&gt;
&lt;br /&gt;
===$Arm time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Arm distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the firing ships that is required before the weapon comes hot&lt;br /&gt;
*If the distance has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This parameter is also applied to flak weapons. Previous behaviour was to arm weapons after 10 meters of travel.}}&lt;br /&gt;
&lt;br /&gt;
===$Arm radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
===$Detonation Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detonation Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Detonation Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships' weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.&lt;br /&gt;
*Syntax: '''''Float''''', range in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Targeting Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Turret-fired flak weapons are normally firing in a cone around the target's predicted position. This parameter can be used to adjust the size of this cones' base radius. Standard is 60 meters.&lt;br /&gt;
*Syntax: '''''Float''''', radius in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Untargeted Flak Range Penalty:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after traveling its max range - 20 meters.&lt;br /&gt;
*Syntax: '''''Float''''', penalty in meters.}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Override for the damage caused by shockwaves (default is [[#$Damage:]])&lt;br /&gt;
*Syntax: '''''Float''''', damage&lt;br /&gt;
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''REQUIRES ADDITIONAL TABLE'''. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: '''''String''''', name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: '''''Float''''', blast effect&lt;br /&gt;
&lt;br /&gt;
===$Inner Radius:===&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins. Damage is reduced by the square of the distance between the inner radius and outer radius.  i.e. half way between inner and outer results in 1/4 damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
===$Outer Radius:===&lt;br /&gt;
*Maximum radius at which any damage is done.  See $Inner Radius for the attenuation formula.&lt;br /&gt;
*Also defines the size of the shockwave (if shockwave speed is &amp;gt; 0)&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that any area-effect damage is applied immediately&lt;br /&gt;
*Syntax: '''''Float''''', meters per second&lt;br /&gt;
&lt;br /&gt;
===$Shockwave rotation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines how the 3D shockwave is rotated. Random, if left undefined.&lt;br /&gt;
*Syntax: '''''Angle''''', three values, pitch, bank, heading respectively, in degrees}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation used for the 2D shockwave&lt;br /&gt;
*Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Sound:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Optional sound to be used for the sound heard when for the shockwave (default is sound 109).&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky shockwave:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at '''Arm time''' and '''Arm distance''' are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*'''''+Shockwave damage:'''''&lt;br /&gt;
*'''''+Shockwave damage type:'''''&lt;br /&gt;
*'''''+Blast Force:'''''&lt;br /&gt;
*'''''+Inner Radius:'''''&lt;br /&gt;
*'''''+Outer Radius:'''''&lt;br /&gt;
*'''''+Shockwave Speed:'''''&lt;br /&gt;
*'''''+Shockwave Rotation:'''''&lt;br /&gt;
*'''''+Shockwave Model:'''''&lt;br /&gt;
*'''''+Shockwave Name:'''''}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*'''''+Shockwave sound:'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Factor:===&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: '''''Float''''', damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Factor:===&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: '''''Float''''', damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Factor:===&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: '''''Float''''', damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Min:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Max:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum lifetime of the weapon&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime:===&lt;br /&gt;
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targeting with certain beam types&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Energy Consumed:===&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turreted weapons.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cargo Size:===&lt;br /&gt;
*Cargo size, is not used with non-ballistic primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
'''This option is exclusive to primaries.'''&lt;br /&gt;
*Defines if the weapon will have auto-aim and what the FOV of the auto-aim is.&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Homing:===&lt;br /&gt;
'''This option is exclusive to secondaries.'''&lt;br /&gt;
{{Table212|'''This option may now be applied to primaries'''. They may only use heat seeking. For optimal results the &amp;quot;no homing speed ramp&amp;quot; flag may be used.}}&lt;br /&gt;
&lt;br /&gt;
Defines if the bolts/missiles in question is homing&lt;br /&gt;
&lt;br /&gt;
If set to NO, then following fields are not required in the table.&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Boolean''''', yes or no&lt;br /&gt;
&lt;br /&gt;
===='''+Type:'''====&lt;br /&gt;
Defines the homing method&lt;br /&gt;
*Syntax: '''''String''''', ''ASPECT'' or ''HEAT''&lt;br /&gt;
{{Table3610| An additional option, ''JAVELIN'', has been added.  This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===='''+Turn Time:'''====&lt;br /&gt;
Determines how quickly the missile can turn. Ostensibly the number of seconds it takes the missile to do a 360 degree circle at full turn speed, but for complicated reasons this is only true if [[Game_settings.tbl#.2BAI_respect_tabled_turn_time_and_rotdamp|AI respect tabled turn time and rotdamp]] is enabled.&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
===='''+Turning Acceleration Time:'''====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Determines how quickly the missile reaches its maximum turn speed.&lt;br /&gt;
*Note: Requires [[Game_settings.tbl#.24AI_use_framerate_independent_turning:|$AI use framerate independent turning]] in game_settings.tbl&lt;br /&gt;
**Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===='''+View Cone:'''====&lt;br /&gt;
'''Heat-seeking missiles only'''&lt;br /&gt;
&lt;br /&gt;
This is the width of the weapon's viewing cone, given in degrees. Objects outside this cone are effectively invisible to the missile. The value / 2 gives the angle from the missile's centerline to the edge of the viewing cone.&lt;br /&gt;
*Syntax: '''''Float''''', degrees&lt;br /&gt;
{{Table3610| Has been enabled also to aspect seekers as an option. They will continue to home on targets outside their view cone, but will take a continuous lifetime penalty every second their target is outside this cone.}}&lt;br /&gt;
&lt;br /&gt;
===='''+Min Lock Time:'''====&lt;br /&gt;
'''For aspect/javelin missiles only'''&lt;br /&gt;
&lt;br /&gt;
The minimum number of seconds to gain a target lock.&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
===='''+Lock Pixels/Sec:'''====&lt;br /&gt;
'''For aspect/javelin missiles only'''&lt;br /&gt;
The number of pixels the aspect triangle moves per second while attempting lock-on.&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Integer''''', pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===='''+Catch-up Pixels/Sec:'''====&lt;br /&gt;
'''For aspect/javelin missiles only'''&lt;br /&gt;
&lt;br /&gt;
The number of pixels moved per second while attempting to catch up to the target.&lt;br /&gt;
*Syntax: '''''Integer''''', pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===='''+Catch-up Penalty:'''====&lt;br /&gt;
'''For aspect/javelin missiles only'''&lt;br /&gt;
&lt;br /&gt;
Extra pixels to move after catching up. (Needs verification )&lt;br /&gt;
**Syntax: '''''Integer''''', pixels&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===='''+Seeker Strength:'''====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the seeking ability of the homing system. Default of heat seekers is 3.0 and for aspect seekers 2.0. Spoofing chance is defined as '''[[#$Countermeasure:|cm type effectiveness]]'''/'''seeker strength''' (missile must be within the countermeasures '''[[#$Countermeasure:|+Effective Radius:]]'''&lt;br /&gt;
*Syntax: '''''Float''''', seeker strength}}&lt;br /&gt;
&lt;br /&gt;
===='''+Lock FOV:'''====&lt;br /&gt;
{{Table234|&lt;br /&gt;
Defines the width of the cone within which the missile is capable of achieving a lock, in degrees. Only applies to aspect seekers.&lt;br /&gt;
*Syntax: '''''Float''''', default (approximately): 63.57666}}&lt;br /&gt;
&lt;br /&gt;
===='''+Target Lead Scaler:'''====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
Defines the type of pursuit course the missile tries to obtain.&lt;br /&gt;
*Values &amp;lt; 0 give lag pursuit, values ~ 0 give pure pursuit, values &amp;gt; 0 give lead pursuit.&lt;br /&gt;
*Syntax: '''''Float''''', default for heat seekers: 0, default for aspect or javelin seekers: 1.}}&lt;br /&gt;
&lt;br /&gt;
===='''+Target Lock Restriction:'''====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines if the missile can lock onto ships besides the current target&lt;br /&gt;
*Syntax: '''''String''''', name of the behavior, default is ''current target only'';.&lt;br /&gt;
*''Current target only'' As normal, can only acquire locks on the targeted ship&lt;br /&gt;
*''Any target'' Missile will lock on any valid target. Missile locking is still disabled in certain cases, such as when a friendly is the player's target&lt;br /&gt;
*''Current target, any subsystem'' Targeting is restricted to the current ship, but will pick turrets and subsystems on that ship. }}&lt;br /&gt;
&lt;br /&gt;
===='''+Independent Seekers:'''====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for a missile to target multiple objects at once.&lt;br /&gt;
*Syntax: '''''Boolean''''', yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
===='''+Target Lock Objecttypes:'''====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines what type of object can be locked on with this weapon&lt;br /&gt;
*Syntax: '''''String''''', name of the object type, default is ''ships''&lt;br /&gt;
*''ships'' Will target only ships&lt;br /&gt;
*''bombs'' Will target bombs and targetable missiles }}&lt;br /&gt;
&lt;br /&gt;
===='''+Trigger Hold:'''====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability to hold the trigger to lock and release to fire.&lt;br /&gt;
*Syntax: '''''Boolean''''', yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
===='''+Reset On Launch:'''====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for locks to reset upon missiles being fired.&lt;br /&gt;
*Syntax: '''''Boolean''''', yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
===='''+Max Seekers Per Target:'''====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of seekers that can target a single object.&lt;br /&gt;
*Syntax: '''''Integer''''', number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
===='''+Max Active Seekers:'''====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of total seekers for the weapon to have.&lt;br /&gt;
*Syntax: '''''Integer''''', number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
===='''+Ship Types:'''====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship types that this missile can target. In order for a ship to be targetable it must be able to match one of the listed types, if some of the below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: '''(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)''', ship types.}}&lt;br /&gt;
&lt;br /&gt;
===='''+Ship Classes:'''====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship classes that this missile can target. In order for a ship to be targetable it must be able to match one of the listed classes, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: '''(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)''', ship classes.}}&lt;br /&gt;
&lt;br /&gt;
===='''+Species:'''====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the species whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed Species, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: '''(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)''', species.}}&lt;br /&gt;
&lt;br /&gt;
===='''+IFFs:'''====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the IFF's whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed IFFs, if some of the above lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: '''(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)''', IFFs.}}&lt;br /&gt;
&lt;br /&gt;
===$Homing Auto-Target Method:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*If this weapon needs to acquire a target on its own, such as a heatseeker losing its target or having the &amp;quot;untargeted heatseeker&amp;quot; flag, this determines how it should do so. Options are:&lt;br /&gt;
*'''CLOSEST''', the weapon will acquire the nearest target that it is able.&lt;br /&gt;
*'''RANDOM''', the weapon will acquire a random target from those available.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Swarm:===&lt;br /&gt;
*The number of missiles to fire per volley if it's a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for 'burst fire weapons'. Does not work with player weapons.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Swarm will negatively affect the missile's ability to hit its target and will not lead its target even with  [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] defined unless [[Game_settings.tbl#.24Swarmers_Lead_Targets:|$Swarmers Lead Targets]] is enabled.&lt;br /&gt;
*Syntax: '''''Integer''''', number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''+SwarmWait:'''&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
***Default: 0.150)}}&lt;br /&gt;
&lt;br /&gt;
===$Acceleration Time:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how long it takes for a secondary weapon to attain full speed. Takes precedence over $Free Flight Time (see below) in terms of the weapon's velocity, and affects both locked-on and dumbfired secondaries.&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
**Default: 0.0}}&lt;br /&gt;
&lt;br /&gt;
===$Velocity Inherit:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how much of the parent ship's velocity to inherit, if [[Ai_profiles.tbl#.24use_additive_weapon_velocity:]] is used.&lt;br /&gt;
*Syntax: '''''Float''''', percents&lt;br /&gt;
**Default: 100.0}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' due to dumbfires never changing their speed, using this on a dumbfire missile will have it stuck at freeflight speed even after the end of the freeflight time.&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: '''''Float''''', Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
{{Note| This feature was never implemented correctly and was removed in r8867. FSO parses but doesn't use the value, and prints a warning in the log. This feature has subsequently been reimplemented, see $Free Flight Speed Factor: below}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed Factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: '''''Float''''', Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If the mission has gravity, this is the multiplier applied to acceleration from gravity on the weapon.&lt;br /&gt;
*AI will lead for ballistic trajectories, and this may affect their range as they will not fire unless they can successfully make a ballistic path to their target. &lt;br /&gt;
*'''Homing weapons are unaffected by gravity no matter what'''. &lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
**Default: 0}}&lt;br /&gt;
&lt;br /&gt;
===$PreLaunchSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
**Default: No Sound}}&lt;br /&gt;
&lt;br /&gt;
===+PreLaunchSnd Min Interval:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines  Minimum interval between when the player stops firing and the next time the pre-launch sound can play, as a limiter in case the player is pumping the trigger.&lt;br /&gt;
*Syntax: '''''Integer''''', Minimum delay in milliseconds between the end of the previous firing sequence and the next time the pre-launch sound effect will be played.&lt;br /&gt;
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$CockpitLaunchSnd:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Corresponding sound effect when the weapon is launched from the player's ship, allowing use of 2d stereo sounds.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ImpactSnd:===&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disarmed ImpactSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FlyBySnd:===&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
===$AmbientSnd:===&lt;br /&gt;
*The sound this weapon passively emits in 3d space. The weapon version of [[Ships.tbl#.24EngineSnd:|EngineSnd]] for ships.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$TrackingSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when the player is tracking a target with this weapon.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LockedSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The sound played when the player has locked onto their target with this weapon.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$InFlightSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played while the player has this weapon currently flying.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*'''+Inflight sound type'''&lt;br /&gt;
**Specifies when the in flight sound is played.&lt;br /&gt;
**The value can be one of the following values which are matched case-insensitively:&lt;br /&gt;
***''''''TARGETED'''''': The sound is played when the missile tracks a target&lt;br /&gt;
***''''''UNTARGETED'''''': The sound is played when the missile is currently not tracking a target&lt;br /&gt;
***''''''ALWAYS'''''': The sound is played always}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code.&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rearm Rate:===&lt;br /&gt;
*Defines the frequency that weapons are loaded to the ship&lt;br /&gt;
*Syntax: '''''Float''''', How many times per second the weapons are loaded.&lt;br /&gt;
**Example: 2.0 will reload every half second.  0.1 will load every ten seconds.&lt;br /&gt;
&lt;br /&gt;
===$Rearm Ammo Increment:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines how many missiles or how much ballistic ammo is loaded per load sound.&lt;br /&gt;
*Syntax: '''''Integer''''', how many bullets or missiles are loaded.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*If set, the AI will use this value or the result of weapon lifetime * velocity as the weapon's effective range, whichever is lower. This also affects the [[Hud_gauges.tbl#Lead_Indicator|Lead Indicator]]&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
===+Weapon Optimum Range:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*AI fightercraft will attempt to close the distance to their target while they are outside of this range and using this weapon as their currently equipped primary.&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
===$Pierce Objects:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon to penetrate the objects impacted and not be destroyed.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
====+Spawn Children On Pierce:====&lt;br /&gt;
*Will spawn the weapons children on each hit, not just when it eventually gets destroyed through lifetime&lt;br /&gt;
*Syntax: '''''Boolean'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )''''', names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by '''+override''' option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all '''homing'''-related flags as well as '''swarm''', '''variable lead''', '''trail''', '''TAG''', and '''transparent''' settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: '''''+override'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*'''+Start Width:'''&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+End Width:'''&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+Start Alpha:'''&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: '''''Float''''', value between 0 and 1&lt;br /&gt;
*'''+End Alpha:'''&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: '''''Float''''', value between 0 and 1&lt;br /&gt;
{{Table212|&lt;br /&gt;
*'''+Alpha Decay Exponent:'''&lt;br /&gt;
**Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail's life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
**Larger numbers above 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Smaller numbers below 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
**Syntax: '''''Float''''', positive}}&lt;br /&gt;
*'''+Max Life:'''&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
*'''+Spread:'''&lt;br /&gt;
**Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
**Syntax: '''''Float''''', meters per second}}&lt;br /&gt;
*'''+Bitmap:'''&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
*'''+Bitmap Stretch:'''&lt;br /&gt;
**Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
**Syntax: '''''Float'''''}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*'''+Faded Out Sections:'''&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: '''''Integer''''', number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: '''''String''''', filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: '''''String''''', filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with '''#Conditional Hooks''', see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with '''#Conditional Hooks''', see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for impacts of this weapon.&lt;br /&gt;
*Syntax: '''String''', the particle effect name&lt;br /&gt;
*If this option is specified then ''$Impact Explosion'' and ''$Impact Explosion Radius'' are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: '''''String''''', filename or ''none''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: '''''Float''''', meters, default 1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Radius:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Radius of the shield impact explosion, see [[Ships.tbl#.24Shield_Impact_Explosion:]].&lt;br /&gt;
*Syntax: '''''Float''''', meters, defaults to value of $Impact Explosion Radius}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for Dinky (not armed) explosions of this weapon.&lt;br /&gt;
*Syntax: '''String''', the particle effect name&lt;br /&gt;
*If this option is specified then ''$Dinky Impact Explosion'' and ''$Dinky Impact Explosion Radius'' are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: '''''String''''', filename or ''none''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion Radius but for Dinky explosions&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for piercing impacts.&lt;br /&gt;
*Syntax: '''String''', the particle effect name&lt;br /&gt;
*If this option is specified then piercing impact options below are not valid!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: '''''String''''', filename or ''none''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Particles:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of particles released per impact&lt;br /&gt;
*Syntax: '''''Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$Inflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the inflight [[Particle Effects|particle effect]] which is used when the laser is active. This is only used by laser weapons.&lt;br /&gt;
*Syntax: '''''String''''', the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
===$Freeflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the [[Particle Effects|particle effect]] which is used when the missile is in the free flight phase. See [[#$Free Flight Time:|$Free Flight Time]] for more information.&lt;br /&gt;
*Syntax: '''''String''''', the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Ignition Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is transitioning from free flight to homed or unhomed flight.&lt;br /&gt;
*Syntax: '''''String''''', the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Homed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in homed flight mode.&lt;br /&gt;
*Syntax: '''''String''''', the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Unhomed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in unhomed flight mode.&lt;br /&gt;
*Syntax: '''''String''''', the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Muzzleflash:===&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: '''''String''''', muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Intensity:===&lt;br /&gt;
*How deeply an EMP effect scrambles your electronics&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
*Basically a percentage, a value of 250 results in a 25% chance of something getting scrambled each frame. &lt;br /&gt;
*Maximum value of 500.0 &lt;br /&gt;
**Syntax: '''''Float''''' (defaults to 300.0)&lt;br /&gt;
&lt;br /&gt;
===$EMP Time:===&lt;br /&gt;
*Duration of the EMP effect&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
**Syntax: '''''Float''''', seconds (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: '''''Float''''' (defaults to 1.0)&lt;br /&gt;
{{Note| The &amp;quot;apply recoil&amp;quot; weapon flag must be set for this to be valid. If the flag is not set, FSO will throw a warning and automatically set it at runtime.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Leech Weapon:===&lt;br /&gt;
**The amount of weapon energy to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: '''''Float''''' (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Leech Afterburner:===&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: '''''Float''''' (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Vampiric Healing Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Multiplier for how much the shooter is healed after dealing hull damage (1.0 means healing done is equal to damage dealt)&lt;br /&gt;
**Needs the [[#Vampiric|Vampiric]] flag set to have any effect&lt;br /&gt;
*Must be a positive number higher than 0.0&lt;br /&gt;
**Syntax: '''''Float''''' (defaults to 1.0)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Corkscrew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*'''+Num Fired:'''&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: '''''Integer''''', number of missiles&lt;br /&gt;
*'''+Radius:'''&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+Fire Delay:'''&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Counter rotate:'''&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: '''''Boolean''''', ''0'' or ''1'', no or yes&lt;br /&gt;
*'''+Twist:'''&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: '''''Float''''', radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Electronics:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. '''+New Style:''' and '''+Old Style:''' options are mutually exclusive.&lt;br /&gt;
*'''+New Style:'''&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*'''+Old Style:'''&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent: FreeSpace.&lt;br /&gt;
}}&lt;br /&gt;
{{Table371|&lt;br /&gt;
*'''+Area Of Effect'''&lt;br /&gt;
**If specified, allows the electronics effect to apply to every ship hit by this weapon's blast or shockwave (the &amp;quot;Electronics&amp;quot; flag isn't necessary with this option).&lt;br /&gt;
}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''+Intensity:'''&lt;br /&gt;
**May only be used with '''+New Style:''' electronics. '''''Has been deprecated'''''.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Lifetime:'''&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Engine Multiplier:'''&lt;br /&gt;
**May only be used with '''+New Style:''' electronics. Defines how much longer the disruption effect lasts for engine subsystems.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Weapon Multiplier:'''&lt;br /&gt;
**May only be used with '''+New Style:''' electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Beam Turret Multiplier:'''&lt;br /&gt;
**May only be used with '''+New Style:''' electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Sensors Multiplier:'''&lt;br /&gt;
**May only be used with '''+New Style:''' electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Randomness Time:'''&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the ''Old Style'' mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. ''Value'' gives the angle from the missile's centerline.  The maximum possible angle between any two child weapons would be ''Value*2''.&lt;br /&gt;
*Like all spawn options, Spawn Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: '''''Float''''', degrees, default is 180}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Minimum Angle:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines an inner angle for the cone within which the spawned weapons appear. ''Value'' gives the angle from the missile's centerline. &lt;br /&gt;
*Like all spawn options, Spawn Minimum Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: '''''Float''''', degrees, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Interval:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes the associated spawn event to happen continuously at this time interval. Enabling this will prevent the spawn event from triggering on detonation.&lt;br /&gt;
*NOTE: Having very large numbers of total children (low interval and/or high count) can cause issues for multiplayer, and you will be warned in multiplayer if the total count is greater then 300.&lt;br /&gt;
*Like all spawn options, Spawn Interval (and its associated Delay) should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: '''''Float''''', seconds, minimum is 0.1, '''You will not be warned for a negative spawn interval. ''' The value will be ignored and the spawn will be treated as a regular detonate spawn if negative. This is on purpose so that continuous/detonate spawns can be set regardless of the order in which they are defined in the flags.}}&lt;br /&gt;
&lt;br /&gt;
====+Delay:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Continuous spawn will not begin until this has elapsed.&lt;br /&gt;
*Syntax: '''''Float''''', seconds, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Effect:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for continuous spawns of this weapon. Will not be used for detonation.&lt;br /&gt;
*Like all spawn options, Spawn Effect should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: '''String''', the particle effect name}}&lt;br /&gt;
&lt;br /&gt;
===$Local SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be '''''aspect seeking missile''''' and must have '''''[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]''''' flag.&lt;br /&gt;
*'''+Warpout Delay:'''&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Warpin Delay:'''&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Stage 5 Velocity:'''&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: '''''Float''''', meters per second&lt;br /&gt;
*'''+Warpin Radius:'''&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+Lock Range:'''&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure:===&lt;br /&gt;
&lt;br /&gt;
*Defines the countermeasure effectiveness, radius, etc&lt;br /&gt;
{{note| &lt;br /&gt;
*Spoofing chance is defined as '''cm type effectiveness'''/'''[[#+Seeker Strength:|seeker strength]]''' (missile must be within the countermeasures '''+Effective Radius:''').&lt;br /&gt;
*All countermeasures in the mission perform tests to spoof missiles for two frames after '''any countermeasure''' is created in the mission. No, this doesn't seem to make much sense.&lt;br /&gt;
{{Table382|The global frame counter can be bypassed by using '''[[#+Pulse Interval:|pulse interval]]'''.}}&lt;br /&gt;
*'''Provisional'''; Countermeasures are only given one chance to spoof any individual missile. This makes tuning seeker strength/effectiveness meaningful.&lt;br /&gt;
**Previously some record of which countermeasures had been seen by each missile was kept, but it broke when multiple countermeasures were involved. A good chance of breaking with two countermeasures, and a guaranteed chance of breaking with three or more. This reduced the impact of the seeker strength/effectiveness ratio, but was partly cancelled out by the 2 frames thing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
===='''+Heat Effectiveness:'''====&lt;br /&gt;
*Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
*Syntax: '''''Float''''', cm effectiveness&lt;br /&gt;
**Default: 1.0&lt;br /&gt;
&lt;br /&gt;
===='''+Aspect Effectiveness:'''====&lt;br /&gt;
*Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
*Syntax: '''''Float''''', cm effectiveness&lt;br /&gt;
*Default: 1.0&lt;br /&gt;
&lt;br /&gt;
===='''+Effective Radius:'''====&lt;br /&gt;
*Defines the countermeasures effective radius&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
**Default: 300.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====+Missile Detonation Radius:====&lt;br /&gt;
*Defines the radius within which a missile homing on this countermeasure will trigger a detonation (see '''+Single Missile Kill:''')&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
**Default: 40.0&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
&lt;br /&gt;
====+Single Missile Kill:====&lt;br /&gt;
*Defines if countermeasures will detonate only the missile homing on this countermeasure, or every missile within '''+Missile Detonation Radius:'''&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
**Default: false&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table382|&lt;br /&gt;
====+Pulse Interval:====&lt;br /&gt;
*Defines how much time passes between each pulse of this countermeasure.&lt;br /&gt;
*Syntax: '''''Float''''', milliseconds&lt;br /&gt;
**Default: 0&lt;br /&gt;
{{note| any value less than or equal to 0 means the countermeasure doesn't pulse, and uses the global 2-frame counter after any countermeasure is fired.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Use Fire Wait:====&lt;br /&gt;
*Makes the countermeasure fire wait use what is specified in the '''$Fire Wait:''' section of the weapon.&lt;br /&gt;
*Default countermeasure fire wait is 333 milliseconds, regardless of that value was set in '''$Fire Wait:'''.&lt;br /&gt;
&lt;br /&gt;
====+Failure Launch Delay Multiplier for AI:====&lt;br /&gt;
*After a failed countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*Previously, the amount of time was calculated as ('fire wait' + 2000 * 'countermeasure firing chance').&lt;br /&gt;
*If set to a non negative number, this value will be multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
**Default: -1&lt;br /&gt;
{{note| any value less than 0 means the default formula will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+Successful Launch Delay Multiplier for AI:====	&lt;br /&gt;
*After a successful countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*This value is multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
**Default: 2&lt;br /&gt;
{{note| any value less than 0 means the default value will be used.}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*'''+Type:'''&lt;br /&gt;
*Defines the type of beam in question. Options are:&lt;br /&gt;
**''0'' or ''Direct fire'', a standard non-slashing type beam that fires directly at a random point on the target's hull&lt;br /&gt;
**''1'' or ''Slashing'', a slashing type beam, that slashes between opposing corners of the ship&lt;br /&gt;
**''2'' or ''Targeting'', a targeting beam that is used to trigger SSMs.&lt;br /&gt;
**''3'' or ''Antifighter'', a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles.&lt;br /&gt;
**''4'' or ''Normal Fire'', a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
{{Table214|&lt;br /&gt;
**''5'' or ''Omni'', a highly flexible kind of beam with many options for its exact behavior. See $Type 5 Beam Options below.}}&lt;br /&gt;
*'''+Life:'''&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
*'''+Warmup:'''&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Warmdown:'''&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Radius:'''&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+PCount:'''&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: '''''Integer'''''&lt;br /&gt;
*'''+PRadius:'''&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+PAngle:'''&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: '''''Float''''', angle of the cone&lt;br /&gt;
*'''+PAni:'''&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''+Miss Factor:'''&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: '''''Miss Factor''''', five '''floats''', very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*'''IFF specific miss factors'''&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: '''''+&amp;lt;IFF&amp;gt; Miss Factor:''''', five '''floats''', very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5}}&lt;br /&gt;
*'''+BeamSound:'''&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*'''+WarmupSound:'''&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*'''+WarmdownSound:'''&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*'''+Muzzleglow:'''&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
{{Table372|&lt;br /&gt;
*'''+Directional Glow:'''&lt;br /&gt;
**Defines the length to stretch the muzzleglow along the beam.&lt;br /&gt;
**Syntax: '''''Float''''', length in meters, the muzzleglow is rendered along (in the same plane) as the beam instead of perpendicular to the camera.}}&lt;br /&gt;
*'''+Shots:'''&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**ALSO AFFECTS FIGHTER BEAMS. If greater than 0, fires from up to that many fire points at a time before cycling. 1 mimics the behavior of weapons with the &amp;quot;cycle&amp;quot; flag, 0 fires from all available fire points like normal weapons.&lt;br /&gt;
**Syntax: '''''Integer''''', Default: 1&lt;br /&gt;
*'''+ShrinkFactor:'''&lt;br /&gt;
**How much of the beam's life is remaining before it starts to shrink in width. (0.1 means 10% life left)&lt;br /&gt;
**Syntax: '''''Float''''', value from 0 to 1&lt;br /&gt;
*'''+ShrinkPct:'''&lt;br /&gt;
**The beam's width factor is reduced by this amount every second. For example, a value of 0.25 means the beam is at 75% width after 1 second, 50% after 2, 25% after 3, and by 4 seconds it reaches the minimum size of 10%.&lt;br /&gt;
**Syntax: '''''Float''''', a positive value&lt;br /&gt;
{{Table202|&lt;br /&gt;
*'''+GrowFactor:'''&lt;br /&gt;
**How much of the beam's life is remaining before it starts to grow in width. (1.0 means as soon as the beam fires)&lt;br /&gt;
**Syntax: '''''Float''''', value from 0 to 1&lt;br /&gt;
*'''+GrowPct:'''&lt;br /&gt;
**The beam's width factor is increased by this amount every second. For example, a value of 0.25 means a beam starting at 0% is at 25% width after 1 second, 50% after 2, 75% after 3, and by 4 seconds it reaches the maximum size of 100%.&lt;br /&gt;
**Syntax: '''''Float''''', a positive value&lt;br /&gt;
*'''+Initial Width Factor:'''&lt;br /&gt;
**What factor of the beam's maximum width it starts with.&lt;br /&gt;
**Syntax: '''''Float''''', value from 0 to 1}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''+Range:'''&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+Attenuation:'''&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: '''''Float''''', from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*'''+BeamWidth:'''&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: '''''Float''''&lt;br /&gt;
{{Table222|&lt;br /&gt;
*'''+Beam Light Flickers:'''&lt;br /&gt;
*Controls if the dynamic flickering of the beam width is applied to the light cast by the beam as well&lt;br /&gt;
*Syntax: '''''boolean'''''&lt;br /&gt;
*Default value: True&lt;br /&gt;
*'''+Beam Width Multiplies Light Radius:'''&lt;br /&gt;
*Controls if the light radius of a beam is multiplied by the beam width.&lt;br /&gt;
*Syntax: '''''boolean'''''&lt;br /&gt;
*Default value: True}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*'''+Beam Flash Particle Effect:'''&lt;br /&gt;
**Specifies the beam flash [[Particle Effects|particle effect]].&lt;br /&gt;
**Syntax: '''''String''''', particle effect name&lt;br /&gt;
**If this is specified then '''+Beam Flash Effect''' and '''+Beam Flash Radius''' are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*'''+Beam Flash Effect:'''&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''+Beam Flash Radius:'''&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Beam Piercing Effect:'''&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''+Beam Piercing Radius:'''&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Beam Piercing Effect Velocity:'''&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Beam Piercing Splash Effect Velocity:'''&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Beam Piercing Effect Variance:'''&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
*'''$Type 5 Beam Options:'''&lt;br /&gt;
**Species the unique attributes for type 5 beams. '''None of these properties will be used if the weapon is not a type 5 beam.'''&lt;br /&gt;
**Fundamentally, type 5 beams are slashing type beams, where the start and end positions refer to physical positions in space (and not angles from the point of view of the shooter) and have many parameters for choosing their positions, including having them be on top of each other, and thus forgoing standard slashing behavior, and also for having rotations, both during the beam firing and in between firings.&lt;br /&gt;
*'''+Start Position:'''&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***'''RANDOM ON SHIP''', Like type 0 direct-fire beams, chooses a random spot on the target's geometry.&lt;br /&gt;
***'''RANDOM OFF SHIP''', Like type 1 slash beams, chooses a random spot just outside of the target's geometry.&lt;br /&gt;
***'''CENTER''', Chooses the center of the target.&lt;br /&gt;
*'''+Start Position Offset:'''&lt;br /&gt;
**Displaces the chosen start position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter's point-of-view, or the target's point-of-view is determined by '''Orient Offsets to Target''' below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target's radius, or a fixed span from the point-of-view of the shooter is determined by '''Scale Offsets to Target''' below.&lt;br /&gt;
***Syntax: '''''Vector''''', x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*'''+Start Position Randomness:'''&lt;br /&gt;
**Further displaces the chosen start position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter's point-of-view, or the target's point-of-view is determined by '''Orient Offsets to Target''' below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target's radius, or a fixed span from the point-of-view of the shooter is determined by '''Scale Offsets to Target''' below.&lt;br /&gt;
***Syntax: '''''Vector''''', x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The following three fields can skipped, and the beam will not traditionally sweep like a slash beam (although it may still rotate).&lt;br /&gt;
*'''+End Position:'''&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***'''RANDOM ON SHIP''', Like type 0 direct-fire beams, chooses a random spot on the target's geometry.&lt;br /&gt;
***'''RANDOM OFF SHIP''', Like type 1 slash beams, chooses a random spot just outside of the target's geometry.&lt;br /&gt;
***'''CENTER''', Chooses the center of the target.&lt;br /&gt;
***'''SAME RANDOM''', If the start position was randomly determined, this will cause the end position to inherit that position (it will not inherit offset or randomness, only the randomness from RANDOM ON/OFF SHIP).&lt;br /&gt;
*'''+End Position Offset:'''&lt;br /&gt;
**Displaces the chosen end position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter's point-of-view, or the target's point-of-view is determined by '''Orient Offsets to Target''' below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target's radius, or a fixed span from the point-of-view of the shooter is determined by '''Scale Offsets to Target''' below.&lt;br /&gt;
***Syntax: '''''Vector''''', x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*'''+End Position Randomness:'''&lt;br /&gt;
**Further displaces the chosen end position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter's point-of-view, or the target's point-of-view is determined by '''Orient Offsets to Target''' below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target's radius, or a fixed span from the point-of-view of the shooter is determined by '''Scale Offsets to Target''' below.&lt;br /&gt;
***Syntax: '''''Vector''''', x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''+Orient Offsets to Target:'''&lt;br /&gt;
**This determines the orientation of the offsets and randomness.&lt;br /&gt;
**If this is set to ''TRUE'' then the x, y, and z, directions used refer to the target's x, y, and z coordinates. X being left/right, Y being up/down, Z being front/back. A start offset of 0, 0, 1, and an end offset of 0, 0, -1 would always cause the beam to fire at the target's bow and sweep to its aft, no matter which way the shooter is oriented.&lt;br /&gt;
**If this is set to ''FALSE'' then the x, y, and z, directions used refer to the shooter's x, y, and z coordinates. Using the z coordinate with this being false will have little effect. A start offset of 1, 0, 0, and an end offset of -1, 0, 0 would always cause the beam to fire towards the target, but to the shooter's right, and sweep in the direction of the shooter's left, regardless of how the target is oriented.&lt;br /&gt;
**Syntax: '''''Boolean''''', yes or no, Default: No&lt;br /&gt;
*'''+Scale Offsets to Target:'''&lt;br /&gt;
**This determines what a magnitude of 1 on the offsets and randomness mean.&lt;br /&gt;
**If this is set to ''TRUE'' then a value of 1 for a coordinate means a position in the chosen direction but at a distance equal to the target's radius. Values greater than 1, will drift further and further from the target entirely, while smaller than 1 will bring it closer to its originally chosen start position.&lt;br /&gt;
**If this is set to ''FALSE'' then it is as though it were firing at a target with a 300m radius at a 300m distance. A value of 1 corresponds to 45 degrees, which it will start at regardless of the distance of the target. Values greater than 1 will increase beyond 45 degrees but will never exceed 90 degrees&lt;br /&gt;
**Syntax: '''''Boolean''''', yes or no, Default: No&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''+Continuous Rotation:'''&lt;br /&gt;
**This defines the degrees per second that the beam will rotate while it is firing.&lt;br /&gt;
**Syntax: '''''Float''''', degrees per second&lt;br /&gt;
*'''+Continuous Rotation Axis:'''&lt;br /&gt;
**This defines the axis about which the beam will continuously rotate. Options are:&lt;br /&gt;
***'''START POSITION BEFORE OFFSET''', the beam will rotate about the start position before the offset or randomness were applied. A beam which does not slash (end position paramters omitted), but is offset and rotates about this axis will trace out circles, for instance.&lt;br /&gt;
***'''END POSITION BEFORE OFFSET''', as above but for the end position.&lt;br /&gt;
***'''START POSITION AFTER OFFSET''', the beam will rotate about the final start position after offset and randomness have been applied. If this beam slashes (end position paramters specified) it will trace out a spiral.&lt;br /&gt;
***'''END POSITION BEFORE OFFSET''', as above but for the end position.&lt;br /&gt;
***'''CENTER''', the beam will rotate about the center of the target.&lt;br /&gt;
&lt;br /&gt;
*'''+Burst Rotation Pattern:'''&lt;br /&gt;
**Defines a list of rotations, for the final start and end positions to be performed right before firing for each specific shot in a burst (will not rotate the beam while firing). '''You will not be warned for failing to give this weapon burst capability''', because on spawned or subspace strike beams, providing a pattern has the additional effect of spawning multiple copies of this weapon all at once, each one corresponding to another entry in the pattern.&lt;br /&gt;
**For instance, a standard slash with a rotation pattern of  (0, 180) will cause the beam weapon to slash back and forth, or in a scissor pattern if the burst is very short and the beams fire at similar times.&lt;br /&gt;
**(0,120,240) will have 3 slashes in a triangular pattern.&lt;br /&gt;
**If a RANDOM ON/OFF SHIP option has been chosen for the start or end positions, the &amp;quot;burst shares random target&amp;quot; flag may be used so all shots in the burst share the same random position.&lt;br /&gt;
**Syntax: '''''List of Floats''''', degrees. Example: (0, 90, 180, 270)&lt;br /&gt;
*'''+Burst Rotation Axis:'''&lt;br /&gt;
**The axis about which to rotate for the burst rotation pattern. Options are:&lt;br /&gt;
***'''START POSITION BEFORE OFFSET''', the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***'''END POSITION BEFORE OFFSET''', as above but for the end position.&lt;br /&gt;
***'''START POSITION AFTER OFFSET''', the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***'''END POSITION BEFORE OFFSET''', as above but for the end position.&lt;br /&gt;
***'''CENTER''', the beam will be rotated about the center of the target.&lt;br /&gt;
*'''Per Burst Rotation:'''&lt;br /&gt;
**Will rotate the final start and end positions, possibly in addition to the burst rotation pattern, for each burst of the beam, or every shot if not a burst weapon.&lt;br /&gt;
**Syntax: '''''Float''''', degrees.&lt;br /&gt;
*'''+Per Burst Rotation Axis:'''&lt;br /&gt;
**The axis about which to rotate for the per burst rotation. Options are:&lt;br /&gt;
***'''START POSITION BEFORE OFFSET''', the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***'''END POSITION BEFORE OFFSET''', as above but for the end position.&lt;br /&gt;
***'''START POSITION AFTER OFFSET''', the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***'''END POSITION BEFORE OFFSET''', as above but for the end position.&lt;br /&gt;
***'''CENTER''', the beam will be rotated about the center of the target.&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*'''+Firing Length Effect:'''&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the entire active length of the beam while it is firing and active.&lt;br /&gt;
*Note that the +Number for the effect used will be ''per kilometer of length''.&lt;br /&gt;
*Syntax: '''String''', the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*'''+Paused Length Effect:'''&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the length of the beam while it is firing, but in between bursts of a type 4 anti-fighter beam.&lt;br /&gt;
*Note that the +Number for the effect used will be ''per kilometer of length''.&lt;br /&gt;
*Syntax: '''String''', the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table212|&lt;br /&gt;
*'''+Beam Flags:'''&lt;br /&gt;
*Extra flags specific to beams&lt;br /&gt;
**'''burst shares random target''', all shots from this beam weapon in the same burst will target the same random point (or slash direction)&lt;br /&gt;
**'''track own texture tiling''', the 'U' position of the beam texture, whose speed is set by '''+Translation:''' below, is tracked independently, rather than being shared among all beams like normal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*'''$Section:'''&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*'''+Index:'''&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only valid when editing beam sections that already exist in other tables. Attempting to index new sections will generate warnings, adding new sections is the default behavior for un-indexed sections.&lt;br /&gt;
:**Syntax: '''''Integer''''', index number legal values are from 0 to 5&lt;br /&gt;
:*'''+remove'''&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*'''+nocreate'''&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*'''+Width:'''&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: '''''Float''''', meters&lt;br /&gt;
:*'''+Texture:'''&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: '''''String''''', filename&lt;br /&gt;
:*'''+RGBA Inner:'''&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: '''''Color''''', red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*'''+RGBA Outer:'''&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: '''''Color''''', red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*'''+Flicker:'''&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: '''''Float''''', value from 0 to 1&lt;br /&gt;
:*'''+Zadd:'''&lt;br /&gt;
:**Defines the 'thickness' of the section. The higher the Zadd, the closer the section appears to be. (Zadd can be safely ignored; it actually does nothing.)&lt;br /&gt;
:**Syntax: '''''Float'''''&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*'''+Tile Factor:'''&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: '''''Float''''', '''''Integer'''''&lt;br /&gt;
:*'''+Translation:'''&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*'''+Index:'''&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
**Syntax: '''''Integer'''''&lt;br /&gt;
*'''+Remove'''&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
*'''+Type:'''&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: '''''String'', Default, Helix, Sparkler, Ring, or Plume '''&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*'''+Count:'''&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: '''''Integer'''''&lt;br /&gt;
*'''+Time:'''&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Vel:'''&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Radius:'''&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+Life:'''&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
*'''+Scale:'''&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*'''+Z Scale:'''&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Rotation Rate:'''&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: '''''Float'', may be negative, useful for setting up 2 spews that spin in opposite directions'''&lt;br /&gt;
*'''+Offset:'''&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: '''''Vector'''''&lt;br /&gt;
*'''+Initial Velocity:'''&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: '''''Vector'''''&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*'''+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illuminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Integer''''' '''''Float''''', TAG level and seconds respectively&lt;br /&gt;
*'''Note''': TAG will not trigger unless the weapon in question has a non-zero damage value.&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: '''''Integer'''''}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Now also accepts SSM strike names.&lt;br /&gt;
*Syntax: '''''String'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FOF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: '''''Float''''', degrees}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Spread Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the spread rate of the field of fire. This controls how the FOF increases over time while the weapon is firing.&lt;br /&gt;
*Syntax: ''''''Float'''''', rate}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Reset Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Rate at which the spread decreases if the weapon isn't firing.&lt;br /&gt;
*Syntax: ''''''Float'''''', rate&lt;br /&gt;
*This is required if '''+FOF Spread Rate:''' is present}}&lt;br /&gt;
&lt;br /&gt;
====+Max FOF:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*The maximum FOF. After the FOF reaches this value it will not increase any further.&lt;br /&gt;
*Syntax: ''''''Float'''''', degrees. Must be greater than or equal to zero.&lt;br /&gt;
*This is required if '''+FOF Spread Rate:''' is present}}&lt;br /&gt;
&lt;br /&gt;
===$Shots:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the number of shots every time the weapon is fired.&lt;br /&gt;
*Works only for primary weapons&lt;br /&gt;
*Syntax: '''''Integer''''', number of shots}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*'''+texture:'''&lt;br /&gt;
**Defines the texture used for impact decals (can use '''''-burn''''' and '''''-glow''''' textures)&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''+backface texture:'''&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''+radius:'''&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+burn time:'''&lt;br /&gt;
**Defines the time the '''''-burn''''' texture appears on the target&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
===$Impact decal:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines an impact decal (think bullet impact/scorch mark) using the new system introduced in FSO 19.0.0.&lt;br /&gt;
**Syntax:  '''''String''''', this must match to one of the entries in a [[Decals|decal tbm]].&lt;br /&gt;
*'''+Radius:'''&lt;br /&gt;
**Syntax: '''''Float''''', Radius of the impact decal; default is 1.0&lt;br /&gt;
*'''+Lifetime:'''&lt;br /&gt;
**Syntax: Either '''''Eternal''''' or '''''Float''''', lifetime in seconds&lt;br /&gt;
}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*'''+Use Random Rotation:'''&lt;br /&gt;
**Syntax: '''''Boolean''''', Whether or not a random rotation is added to the decal; default is NO&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Transparent:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for 'alpha animations'&lt;br /&gt;
*'''+Alpha:'''&lt;br /&gt;
**Defines the strength of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: '''''Float''''', from 0 to 1&lt;br /&gt;
*'''+Alpha Min:'''&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: '''''Float''''', from 0 to 1&lt;br /&gt;
*'''+Alpha Cycle:'''&lt;br /&gt;
**Defines the change in alpha per frame, between '''Alpha''' and '''Alpha Min''' values&lt;br /&gt;
**Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Hitpoints:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the amount of hitpoints a weapon has.&lt;br /&gt;
*Weapons with '''&amp;quot;bomb&amp;quot;''' flag have 50 hitpoints by default&lt;br /&gt;
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.&lt;br /&gt;
**Syntax: '''''Integer'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.&lt;br /&gt;
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Shots:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of shots in a burst&lt;br /&gt;
*Shots in a burst use shorter ( '''$Burst Delay:''' ) delay than usually&lt;br /&gt;
*If this weapon is cycling each individual firing event counts as one burst shot, so bursts end sooner in time for large banks than small.&lt;br /&gt;
**Syntax: '''''Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time in milliseconds between the shots in a burst&lt;br /&gt;
**Syntax: '''''Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the flags used to define the burst firing behaviour&lt;br /&gt;
**Syntax: ( '''''String''''' '''''String''''' ), list of flags&lt;br /&gt;
**Available burst flags:&lt;br /&gt;
***'''&amp;quot;fast firing&amp;quot;''', acts as if '''same turret cooldown''' flag would be used between the shots in the burst.&lt;br /&gt;
***'''&amp;quot;random length&amp;quot;''', makes AI to fire burst of random length (from 1 to burst shots).}}&lt;br /&gt;
{{Table202|'''&amp;quot;resets&amp;quot;''', as long as a full fire wait has passed since last fired, the burst is reset and can be fired in full again.}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Flame Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the modeled thruster of the missile&lt;br /&gt;
**Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the glow type effect of the missile&lt;br /&gt;
**Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster's glow type effect&lt;br /&gt;
**Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Failure Rate:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines the random chance that the weapon will fail to fire, or spawn the substitute below if specified.&lt;br /&gt;
**Syntax: '''''Float''''', 0 - 1&lt;br /&gt;
&lt;br /&gt;
====+Failure Substitute:====&lt;br /&gt;
*Defines the weapon to substitute when the weapon 'fails'.&lt;br /&gt;
**Syntax: '''''String''''', Weapon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$On Create:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Defines an [[Action System|action system]] program set to be executed when a weapon of this type is created. Only applicable to laser and missile style weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations for weapons. Weapon needs to be a modelled weapon for animations.&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )''''', names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Substitute:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Defines a pattern of ammo to substitute for primary or secondary weapons. '''$Substitute:''' can be repeated any number of times (so you could make something like a rainbow laser with several ammo substitutions, for example). If neither ''+period'' or ''+index'' is specified, it is assumed to be equivalent to ''+index: '''0'''''.&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Weapon Name'''''&lt;br /&gt;
*'''Swarm missiles act in a strange way when used with $Substitute, use at your own risk.'''}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Turrets can use $Substitute as well.&lt;br /&gt;
}}&lt;br /&gt;
====+period:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute '''Weapon Name''' every ''period'' shots.&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Positive Integer'''''&lt;br /&gt;
*'''You may not define both +period and +index for the same $Substitute entry'''}}&lt;br /&gt;
=====+offset:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
A suboption of +period, offsets the substitute pattern according to the launched ammo. For example, an offset of 3 and a period of 4 will substitute on the 3rd ammo launched, and then every 4th ammo after that.&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Positive Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
====+index:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute the '''Weapon Name''' at firepoint ''index'' in the shot pattern. Similar to carefully using both +period and +offset, but is not affected by ships with different firepoint numbers. i.e. Firepoint ''index'' will always have the substitution, while +period and +offset will cycle at different rates dependant on the number of firepoints.'''&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Positive Integer'''''&lt;br /&gt;
&lt;br /&gt;
*'''You may not define both +period and +index for the same $Substitute entry'''&lt;br /&gt;
&lt;br /&gt;
*'''Indexes start at 0 for the first weapon'''&lt;br /&gt;
&lt;br /&gt;
*'''If the first index you specify is higher than 0, it will also be used for the indexes before it.'''&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this weapon class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Weapon Class to find the CustomData Lua Table. &lt;br /&gt;
====+Val:====&lt;br /&gt;
Specifies a custom data value and its name, in the format  &lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
&lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&lt;br /&gt;
&lt;br /&gt;
==Weapons.tbl Flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Electronics&amp;quot;===&lt;br /&gt;
*Will seize up the weapons and engines systems of any ship for a short period of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Spawn ''Name'',''Value''&amp;quot;===&lt;br /&gt;
*Will spawn the specified number of defined missiles upon detonation.&lt;br /&gt;
*The flag will parse without a value, using a default of 10.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Multiple spawn types can be defined for a single 'carrier' weapon up to maximum of 5 different weapons}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Remote Detonate&amp;quot;===&lt;br /&gt;
*Can be triggered remotely via a second press on the trigger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Ship&amp;quot;===&lt;br /&gt;
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Huge&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 10% damage to a ship with the &amp;quot;Big Damage&amp;quot; flag. Also the AI will not try to hit fighters with it, but only if the weapon is in a turret or is a secondary. If the weapon is a primary in a fighter then there are no targeting restrictions. See [[Weapons.tbl#.22capital.2B.22|capital+]] instead.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Supercap&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 75% damage to a ship with the &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;child&amp;quot;===&lt;br /&gt;
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with &amp;quot;Spawn ''Name'',''Value''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon target-able with the B key and interceptable by AIs&lt;br /&gt;
** Has been long thought to make the AI prefer this weapon against large ships, but in fact has no effect on AI weapon selection.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;No Dumbfire&amp;quot;===&lt;br /&gt;
*Missile will not fire without a lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Has the weapon in the tech database at the start of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''EXTREMELY IMPORTANT NOTE:'''&lt;br /&gt;
**Whenever you plan to use a weapon as a player one in your campaign or missions, '''USE THIS FLAG'''.&lt;br /&gt;
**Not using it can cause problems within fs_open and it's a BAD MOD DESIGN.&lt;br /&gt;
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it's still a BAD DESIGN.&lt;br /&gt;
**As another possible example: be careful to update &amp;quot;retail&amp;quot; tables if you plan to use Shivan weapons in player fighters.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EMP&amp;quot;===&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Esuck&amp;quot;===&lt;br /&gt;
*Drains the target's energy banks&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Vampiric&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Heals shooter upon dealing hull damage to target&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Vampiric Healing Factor:|Vampiric Healing Factor]]}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shudder&amp;quot;===&lt;br /&gt;
*Makes your ship shudder while you're firing the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;lockarm&amp;quot;===&lt;br /&gt;
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
* Does nothing&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
The AI will prefer these weapons for anti-subsystem use&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a countermeasure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
*Make sure you define the size and reload rate for ballistic weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
{{Table3610| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapon can only be fired at tagged targets}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapon to alternate between firing points}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.) Only applies to the target selection of turrets, has no effect on the behavior of fighters picking primary and secondary bank weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;smart spawn&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Sets spawned 'child' weapons to use parent weapon's target.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no emp kill&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;untargeted heat seeker&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no radius doubling&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no subsystem homing&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lifeleft penalty&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can be targeted&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be targeted by player. Does not influence AI}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show friendly on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;hide from radar&amp;quot;===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Prevents weapon from being visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;capital+&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells AI fighters/bombers to use this weapon only on capital ships. Has no effect on turret AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;chain external model fps&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game to keep switching external model firingpoints when firing}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;external model launcher&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes blast damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from weapon blasts}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes shockwave damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from shockwaves}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ciws&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the &amp;quot;take blast/shockwave damage&amp;quot; flags.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;render flak&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;anti-subsystem beam&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Beam weapons with this flag can target subsystems on enemy ships, just like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Primary weapons with this flag can not be linked with other weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same emp time for capships&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*capships affected by this weapon will use the tabled EMP time rather than the fixed retail value (7.5 secs)}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linked penalty&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Primary weapons with this flag do not incur the retail linked fire penalty}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no homing speed ramp&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Locked homing weapons will not perform the standard 1 second long acceleration when fired. Note that use of $Acceleration Time is '''not''' affected by this flag.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pulls aspect seekers&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*If an aspect seeker is grabbed by this countermeasure the missile will follow the countermeasure instead of going into dumbfire mode.&lt;br /&gt;
'''Only valid for countermeasures!'''}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;turret interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;fighter interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;interceptable&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows turrets/fighters/both (respectively) to shoot at this weapon without requiring it to be a bomb. If this is the first time this weapon has been defined, it also gives it a default of 25 hitpoints so that it can be shot down.&lt;br /&gt;
'''If you use a TBM to give this flag to an existing weapon, you'll need to specify hitpoints manually (unless you want it to be unkillable but still draw defensive fire).'''}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;aoe electronics&amp;quot;===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*Apply electronics effect across the weapon's entire area of effect instead of just on the impacted ship}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply recoil&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*A ship that fires a weapon with this flag will experience a recoil effect, slowing the ship down and, with lighter strikecraft, inducing some rotation if the firing points are offset from the center of mass.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don't spawn if shot&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Prevents parent weapons from spawning children in the even of the parent weapon being shot down.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;die on lost lock&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Aspect seeking missiles (only, not heat seekers) will detonate upon losing their lock. Currently they only lose lock if decoyed by a countermeasure, AND &amp;quot;pulls aspect seekers&amp;quot; or similar is not set. The detonation will use their &amp;quot;dinky&amp;quot; explosion (i.e. same as if ran out of lifetime).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no doublefire&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevents dual-firing of secondary weapons. If the ship tries to dual-fire a weapon with this flag they are set back to single fire.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no impact spew&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Turns off the usual spew effects that occur on the impacted ship when a weapon hits it.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;require exact los&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevent AI form firing this weapon from a turret or as a secondary weapon if there is no clear line of sight from the weapons firing point to its targeted ship (center). Note that this may keep the weapon trained on a target out of sight while another target may be available to shoot.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can damage shooter&amp;quot;===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*This weapon can collide with and directly damage the original shooter of this weapon (even if it was spawned), which is not normally possible.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;heals&amp;quot;===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*This weapon uses its $Damage value to heal its target(s) instead of damaging them.&lt;br /&gt;
*This works very similarly to damage, the armor/shield/subsystem factors apply to healing as well as do armor classes. However, there are some caveats.&amp;lt;br&amp;gt;&lt;br /&gt;
*Healing will ''always'' carry. Unlike damage, which first has to go through the shield, has damage subtracted, then damages subsystems, has damage subtracted, then finally damages the hull if any damage remains, healing will apply in full to hull, shield, and subsystems (factors or armor classes notwithstanding). A weapon with 100 'healing' will attempt to apply that healing to the hull, shield and nearby subsystems to the impact. Even if the weapon only heals hull, it will still do so even if it strikes the shield.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;secondary no ammo&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a secondary weapon, it does not need to consume any ammo, and will not display ammo in the weapon HUD gauge, etc.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no collide&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*This weapon will not collide with any other object.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;multilock target dead subsys&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a multilock weapon, dead subsystems will be treated as just as valid targets as alive ones.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no evasion&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*AI will not attempt to evade this weapon when fired at them}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Weapon will not appear in any of the FRED dropdown lists for weapon classes.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;detonate on expiration&amp;quot;===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Primary weapon will detonate as if hitting a target when it reaches the end of its lifetime - just like a secondary weapon does by default.}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: '''''String''''', name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the speed of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: '''''Float''''', meter per second&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lifetime===&lt;br /&gt;
*Countermeasure's life time is defined between with minimum and maximum lifetime&lt;br /&gt;
*'''$Lifetime Min:'''&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
*'''$Lifetime Max:'''&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Weapon Precedence==&lt;br /&gt;
*First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries&lt;br /&gt;
*Syntax: ( '''''&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;'''''), names of the weapons&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;UD-8 Kayser&amp;quot;&lt;br /&gt;
     &amp;quot;Prometheus R&amp;quot;&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;Harpoon&amp;quot;&lt;br /&gt;
     &amp;quot;Tempest&amp;quot;&lt;br /&gt;
     &amp;quot;Rockeye&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Primary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            @Subach HL-7&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTW Subach HL-7&amp;quot;, 3243)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Standard Issue&lt;br /&gt;
Level 3 Hull Damage&lt;br /&gt;
Level 2 Shield Damage&amp;quot;, 3244)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;Subach HL-7&amp;quot;, 146)&lt;br /&gt;
   +Tech Anim:                       Tech_Subach_HL-7&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      none&lt;br /&gt;
   @Laser Bitmap:                    newglo9&lt;br /&gt;
   @Laser Glow:                      2_laserglow03&lt;br /&gt;
   @Laser Color:                     250, 0, 0&lt;br /&gt;
   @Laser Color2:                    0, 0, 250&lt;br /&gt;
   @Laser Length:                    10.0&lt;br /&gt;
   @Laser Head Radius:               0.90&lt;br /&gt;
   @Laser Tail Radius:               0.90&lt;br /&gt;
$Mass:                            0.2&lt;br /&gt;
$Velocity:                        450.0&lt;br /&gt;
$Fire Wait:                       0.2&lt;br /&gt;
$Damage:                          15&lt;br /&gt;
$Armor Factor:                    0.9&lt;br /&gt;
$Shield Factor:                   0.7&lt;br /&gt;
$Subsystem Factor:                0.3&lt;br /&gt;
$Lifetime:                        2.0&lt;br /&gt;
$Energy Consumed:                 0.20&lt;br /&gt;
$Cargo Size:                      0.0&lt;br /&gt;
$Homing:                          NO&lt;br /&gt;
$LaunchSnd:                       76&lt;br /&gt;
$ImpactSnd:                       85&lt;br /&gt;
$Flags:                           (  &amp;quot;in tech database&amp;quot;&lt;br /&gt;
                                     &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;stream&amp;quot;)&lt;br /&gt;
$Icon:                            iconSD4&lt;br /&gt;
$Anim:                            SD4&lt;br /&gt;
$Impact Explosion:                none&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Secondary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            EMP Adv.&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTM-14 EMP Adv.&amp;quot;, 3396)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Advanced Missile&lt;br /&gt;
Electromagnetic Pulse Weapon&lt;br /&gt;
General Purpose Suppression&amp;quot;, 3397)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;GTM-14 EM Pulse Adv.&amp;quot;, 3398)&lt;br /&gt;
   +Tech Anim:                       Tech_EMP&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      EMPulse2.pof&lt;br /&gt;
$Mass:                            15.0&lt;br /&gt;
$Velocity:                        275.0&lt;br /&gt;
$Fire Wait:                       2.0&lt;br /&gt;
$Damage:                          45&lt;br /&gt;
$Blast Force:                     20.0&lt;br /&gt;
$Inner Radius:                    80.0&lt;br /&gt;
$Outer Radius:                    300.0&lt;br /&gt;
$Shockwave Speed:                 120.0&lt;br /&gt;
$Armor Factor:                    1.0&lt;br /&gt;
$Shield Factor:                   0.8&lt;br /&gt;
$Subsystem Factor:                0.5&lt;br /&gt;
$Lifetime:                        5.0&lt;br /&gt;
$Energy Consumed:                 0.0&lt;br /&gt;
$Cargo Size:                      4.0&lt;br /&gt;
$Homing:                          YES&lt;br /&gt;
   +Type:                            ASPECT&lt;br /&gt;
   +Turn Time:                       1.0&lt;br /&gt;
   +Min Lock Time:                   2.0&lt;br /&gt;
   +Lock Pixels/Sec:                 70&lt;br /&gt;
   +Catch-up Pixels/Sec:             100&lt;br /&gt;
   +Catch-up Penalty:                30&lt;br /&gt;
$LaunchSnd:                       118&lt;br /&gt;
$ImpactSnd:                       88&lt;br /&gt;
$FlyBySnd:                        -1&lt;br /&gt;
$Rearm Rate:                      2.0&lt;br /&gt;
$Flags:                           (  &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;EMP&amp;quot;)&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Start Width:                     0.25&lt;br /&gt;
   +End Width:                       0.75&lt;br /&gt;
   +Start Alpha:                     1.0&lt;br /&gt;
   +End Alpha:                       0.0&lt;br /&gt;
   +Max Life:                        1.5&lt;br /&gt;
   +Bitmap:                          MissileTrail04&lt;br /&gt;
$Icon:                            iconEMPulse&lt;br /&gt;
$Anim:                            ecm&lt;br /&gt;
$Impact Explosion:                ExpMissileHit1&lt;br /&gt;
$Impact Explosion Radius:         10.0&lt;br /&gt;
$EMP Intensity:                   375.0&lt;br /&gt;
$EMP Time:                        20.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;EMP Adv.&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Game_settings.tbl&amp;diff=63963</id>
		<title>Game settings.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Game_settings.tbl&amp;diff=63963"/>
		<updated>2022-09-16T23:17:54Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: Adding default/inherited shockwave damage types.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2022-09-09|bb232382cf7401d6728a3614583e8e3c7d893790}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The '''game_settings.tbl''', also known as mod.tbl, defines options that can be changed globally.  All settings are optional.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-mod.tbm&lt;br /&gt;
&lt;br /&gt;
==#GAME SETTINGS==&lt;br /&gt;
Contains settings that affect how the engine works.&lt;br /&gt;
&lt;br /&gt;
===$Target Version:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Specifies the minimum version of FreeSpace Open that this mod supports. If the version specified here is greater than the version of the current build, an error message is displayed.&lt;br /&gt;
}}&lt;br /&gt;
{{Table381|&lt;br /&gt;
The $Minimum version option has been renamed to $Target Version. The old name is kept with the same functionality for backwards-compatibility.&lt;br /&gt;
&lt;br /&gt;
The target version specifies what version of the FSO engine this mod was created for. It will be used by the engine to enable or disable backwards-incompatible changes by default. The default value is 2.0 which specifies that the mod targets the retail engine version.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Major:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the major component of the target version.&lt;br /&gt;
*Syntax: '''''Integer'''''&lt;br /&gt;
*Example: '''''3''''' (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Minor:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the minor component of the target version.&lt;br /&gt;
*Syntax: '''''Integer'''''&lt;br /&gt;
*Example: '''''7''''' (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Build:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the build component of the target version.&lt;br /&gt;
*Syntax: '''''Integer'''''&lt;br /&gt;
*Example: '''''3''''' (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Revision:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Sets the revision component of the target version. If no revision is given then all builds of that release are supported (even nightly builds if there are any).&lt;br /&gt;
For nightly builds this is the date in YYYYMMDD format.&lt;br /&gt;
*Syntax: '''''Integer'''''&lt;br /&gt;
*Example: '''''20151121''''' (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Window title:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Specifies the name of the FSO window when this mod is running. If blank or unspecified, the window will have the default title of &amp;quot;FreeSpace 2&amp;quot;.&lt;br /&gt;
*Syntax: '''''String'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Window icon:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Specifies the icon filename of the FSO window when this mod is running. If blank or unspecified, the window will have the default icon.&lt;br /&gt;
*Syntax: '''''String'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mod title::===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Specifies the title of the mod and will be displayed at the mainhall near the FSO version.&lt;br /&gt;
*Syntax: '''''String'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mod version:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Specifies the version of the mod and will be displayed at the mainhall near the FSO version. Can be a string or it can be semantic versioning such as 2.0.0.&lt;br /&gt;
*Syntax: '''''String'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unicode mode:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Enabled the Unicode text mode for this mod. In Unicode mode all text is assumed to be UTF-8 encoded Unicode and certain features are disabled if they do not have full Unicode support. Most notably, if this is enabled then the engine will no longer support the old bitmap fonts that were used by Retail FreeSpace. Only the newer TrueType fonts will be supported.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''}}&lt;br /&gt;
&lt;br /&gt;
==#LOCALIZATION SETTINGS==&lt;br /&gt;
Contains various settings related to localization and language support.&lt;br /&gt;
&lt;br /&gt;
===$Use tabled strings for the default language:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Causes the game to use the text in strings.tbl and tstrings.tbl even when the current language is English.  By default, the game will use the literal text in the source code and the data files (tables and missions) and will not look up the entry when the language is English.  For other languages, the translation is always used, if it exists, regardless of this setting.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Don't pre-empt training message voice:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Prevents training messages from being interrupted by other training messages.  If a training message has a voice file associated with it, or simulated speech is active, the next message will not be played until the current message has finished.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#CAMPAIGN SETTINGS==&lt;br /&gt;
This group contains various Campaign related settings and overrides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Campaign File Name:===&lt;br /&gt;
Defines which campaign will be selected by default for new pilots. A file extension is not needed and, if present, is removed by the code.&lt;br /&gt;
*Syntax: '''''String'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===#Ignored Campaign File Names===&lt;br /&gt;
Defines which campaigns, if present, will not appear in the Campaign Room. In the original implementation, only single-player campaigns could be ignored and file extensions were required, but see below.&lt;br /&gt;
{{Table371|As of 3.7.1, file extensions are not required and, if present, are removed by the code.}}&lt;br /&gt;
{{Table382|As of 3.8.2, file name comparisons are not case sensitive and multiplayer campaigns can be ignored.}}&lt;br /&gt;
====$Campaign File Name:====&lt;br /&gt;
File name of the campaign to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: '''''String'''''&lt;br /&gt;
&lt;br /&gt;
===#Ignored Mission File Names===&lt;br /&gt;
{{Table382|Defines which standalone missions, if present, will not appear in the Tech Room or Multiplayer Lobby.  Both single-player and multiplayer missions can be ignored, but missions which appear in a campaign cannot.  File extensions are not required and, if present, are removed by the code.  File name comparisons are not case sensitive.&lt;br /&gt;
====$Mission File Name:====&lt;br /&gt;
File name of the mission to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: '''''String'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Red-alert applies to delayed ships:===&lt;br /&gt;
{{Table372|Controls whether red-alert saved statistics (hitpoints, weapons, subsystem strengths) will be restored for ships that are not present at mission start.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#HUD SETTINGS==&lt;br /&gt;
This group contains various HUD behavior settings and overrides&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Directive Wait Time:===&lt;br /&gt;
*Defines how long the game will wait before displaying a directive.&lt;br /&gt;
*Syntax: '''''Integer'''''&lt;br /&gt;
*Values: '''''Greater than or equal to 0 ms'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cutscene camera displays HUD:===&lt;br /&gt;
Show the HUD when the cutscene camera is enabled.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Cutscene camera disables HUD: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Full color head animations:===&lt;br /&gt;
Enables full-color head ANIs. Normal head ANIs will appear in gray.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Color head animations with hud colors: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don't automatically select a turret when targeting a ship:===&lt;br /&gt;
{{Table220|Uses FS1 behavior where targeting a new ship did not target any turrets.  In FS2 a turret is automatically targeted.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supernova hits at zero:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
Adjusts the HUD timer so that the timer reaches zero when the supernova hits the player.  The actual timing is not affected -- whether the flag is enabled or not, the supernova will always hit the player when 5 seconds remain in the time specified in the sexp.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Always warn player about unbound keys used in Directives Gauge:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
Ensures that the &amp;quot;Key Unbound&amp;quot; message will pop up for a directive with an unbound key in any single-player mission, not just a training mission. Note, that the default string (index 426) will still say &amp;quot;Warning\nYou have no control bound to the action \&amp;quot;%s\&amp;quot;.  You must do so before you can continue with training.&amp;quot; Thus, it is advised to change the string at index 426 using the -lcl.tbm to &amp;quot;Warning\nYou have no control bound to the action \&amp;quot;%s\&amp;quot;.  You must do so before you can continue with this mission.&amp;quot;&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#SEXP SETTINGS==&lt;br /&gt;
This group contains SEXP settings and overrides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Loop SEXPs Then Arguments:===&lt;br /&gt;
Flips how when-argument settings loop. See: [http://www.hard-light.net/forums/index.php?topic=79602.0 SEXP Argument changes via mod.tbl] &lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Alternate Chaining Behavior:===&lt;br /&gt;
When set, this allows all events in a chain to repeat, instead of only the last one.  It makes the event chaining behavior act as people expected it to be in [http://scp.indiegames.us/mantis/view.php?id=82 Mantis #82].&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use host orientation for set-camera-facing:===&lt;br /&gt;
{{Table220|When set, this will take into account the host orientation for cutscene cameras.  This is a bugfix for [https://github.com/scp-fs2open/fs2open.github.com/issues/3889 GitHub issue #3889].&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show-subtitle uses pixels:===&lt;br /&gt;
{{Table222|When set, SEXPs which display subtitles will read their arguments as pixels, not percentages.  If &amp;lt;code&amp;gt;$Show-subtitle base resolution:&amp;lt;/code&amp;gt; is set, these pixels will be scaled up or down as needed.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Show-subtitle base resolution:===&lt;br /&gt;
{{Table222|When set, subtitles are assumed to display at the appropriate size in the specified resolution, and will be scaled up or down if the current screen resolution is different.  If this is not set, or is set to a resolution less than (640, 480), subtitles will not be scaled.&lt;br /&gt;
*Syntax: '''''(Integer, Integer)'''''&lt;br /&gt;
*Default Value: '''''(-1, -1)'''''}}&lt;br /&gt;
&lt;br /&gt;
==#GRAPHICS SETTINGS==&lt;br /&gt;
This group contains settings related to graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable External Shaders:===&lt;br /&gt;
Enables the use of external shader files. By default, the engine will use the built-in shaders.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Detail Level:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Determines which graphics detail level preset (low, medium, high, very high) acts as the default for new pilots.&lt;br /&gt;
*Syntax: '''''Integer''''' (0-3)&lt;br /&gt;
*Default Value: '''''3''''' (very high)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Briefing Window FOV:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Determines the FOV in the briefing Icon window. Retail default for this is 0.29375; some previous versions of FSO used a value of 0.5.&lt;br /&gt;
*Syntax: '''''Float''''' (0.0 to 1.0)&lt;br /&gt;
*Default Value: '''''0.29375'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Generic Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of the pain red flash when the player is hit.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default Value: '''''1.0'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of a pain flash when the player's shields are hit. Color will match the current ships shield color defined in ships.tbl. A value of 0 will give retail behavior (no shield effect). Positive values will cause the effect to start at full intensity at full shields and go to next to no intensity at zero shields. Negative values will cause no effect at full shields and full effect at no shields. Values should be kept between -1.0 and 1.0 for good pilot visibility.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default Value: '''''0.0'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$BMPMAN Slot Limit:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Determines the maximum number of textures that can be loaded simultaneously. This includes every frame of an animation, unless that animation is streaming (e.g. command briefing animations, message talking heads, etc). Also includes dynamically-created textures (used internally for various functions).&lt;br /&gt;
*Syntax: '''''Int'''''&lt;br /&gt;
*Values: '''''Greater than or equal to 3500'''''&lt;br /&gt;
*Default Value: '''''4750'''''}}&lt;br /&gt;
&lt;br /&gt;
===$EMP Arc Color:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Allows custom RGB color values to be set for the EMP lightning arc effect. &lt;br /&gt;
*'''+Primary Color Option 1:'''&lt;br /&gt;
**The RGB color of the first primary color for the EMP lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: '''''Color''''', (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 5)&lt;br /&gt;
*'''+Primary Color Option 2:'''&lt;br /&gt;
**The RGB color of the second primary color for the EMP lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: '''''Color''''', (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (128, 128, 10)&lt;br /&gt;
*'''+Secondary Color Option 1:'''&lt;br /&gt;
**The RGB color of the secondary color for the EMP lightning arc effect.&lt;br /&gt;
**Syntax: '''''Color''''', (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (255, 255, 10)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Arc Color:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Allows custom RGB color values to be set for the damage lightning arc effect. &lt;br /&gt;
*'''+Primary Color Option 1:'''&lt;br /&gt;
**The RGB color of the first primary color for the damage lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: '''''Color''''', (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 255)&lt;br /&gt;
*'''+Primary Color Option 2:'''&lt;br /&gt;
**The RGB color of the second primary color for the damage lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: '''''Color''''', (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (128, 128, 255)&lt;br /&gt;
*'''+Secondary Color Option 1:'''&lt;br /&gt;
**The RGB color of the secondary color for the damage lightning arc effect.&lt;br /&gt;
**Syntax: '''''Color''''', (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 5)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Requires Rendering Feature:===&lt;br /&gt;
{{Table210|Needs description}}&lt;br /&gt;
&lt;br /&gt;
===$Render player muzzle flashes in cockpit:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether muzzle flashes will be shown within the cockpit view.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''False'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Glowpoint nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which glowpoints are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
===$Shield nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which shield effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which thruster flares are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default Value: 1.5}}&lt;br /&gt;
&lt;br /&gt;
===$Beams affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether beam weapons will be faded by nebula fog.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''False'''''}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which beam effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default Value: 4.0}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the ''size'' of a beam effect affects its visibility. This is multiplied by the radius of the beam and added to the above for the final value. This results in larger beams being visible from farther away.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default Value: 0.1}}&lt;br /&gt;
&lt;br /&gt;
===$Weapons affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether lasers, missiles, countermeasures, etc will be faded by nebula fog.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''False'''''}}&lt;br /&gt;
&lt;br /&gt;
====+Weapon visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which laser-type weapons are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default Value: 1.3}}&lt;br /&gt;
&lt;br /&gt;
====+$Trail visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which trails (weapon and ship contrails) are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default Value: 1.0}}&lt;br /&gt;
&lt;br /&gt;
====+Shockwave visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which shockwave effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default Value: 2.5}}&lt;br /&gt;
&lt;br /&gt;
===$Particles affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether particle effects, including impact effects, will be faded by nebula fog.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''False'''''}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which particle effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default Value: 1.0}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the ''size'' of a particle effect affects its visibility. This is multiplied by the radius of the particle and added to the above for the final value. This results in larger particles being visible from farther away.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default Value: 0.08}}&lt;br /&gt;
&lt;br /&gt;
===$Fireballs affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether fireballs from ship explosions will be faded by nebula fog.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''False'''''}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which fireballs are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the ''size'' of a fireball affects its visibility. This is multiplied by the radius of the fireball and added to the above for the final value. This results in larger fireballs being visible from farther away.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default Value: 0.08}}&lt;br /&gt;
&lt;br /&gt;
===$$Shadow Quality Default::===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the default level for shadow quality if the 'enable_shadows' command line is used and 'shadow_quality' is not used. By default, the FSO will set the shadow detail level to 2. Valid values are 0 (shadows disabled), 1 (Low, 512x512 shadow map), 2 (Medium, 1024x1024 shadow map), 3 (High, 2048x2048 shadow map), or 4 (Ultra, 4096x4096). Note, the command line 'shadow_quality' will override any value set here.  &lt;br /&gt;
*Syntax: '''''Integer'''''&lt;br /&gt;
*Default Value: '''''2'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Shadow Cascade Distances:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Sets the distances that the shadow map for the game scene uses. Float values must all be greater than 0 and successively larger than each consecutive value.&lt;br /&gt;
*Syntax: '''''List of floats'''''&lt;br /&gt;
*Default Value: '''''(200.0, 600.0, 2500.0, 8000.0)'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Shadow Cascade Distances Cockpit:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Sets the distances that the shadow map for the cockpit pass scene uses. Will only shadow the cockpit model, and does not interact with the external game scene shadow map. Float values must all be greater than 0 and successively larger than each consecutive value.&lt;br /&gt;
*Syntax: '''''List of floats'''''&lt;br /&gt;
*Default Value: '''''(0.25, 0.75, 1.5, 3.0)'''''}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the ''size'' of a fireball affects its visibility. This is multiplied by the radius of the fireball and added to the above for the final value. This results in larger fireballs being visible from farther away.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default Value: 0.08}}&lt;br /&gt;
&lt;br /&gt;
====$Minimum Pixel Size Thrusters:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that thrusters will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
====$Minimum Pixel Size Beams:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that beams will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
====$Minimum Pixel Size Muzzle Flashes:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that muzzle flashes will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
====$Minimum Pixel Size Trails:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that trails will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
====$Minimum Pixel Size Lasers:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that lasers will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
==#NETWORK SETTINGS==&lt;br /&gt;
This group contains network-related settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FS2NetD port:===&lt;br /&gt;
*(description required)&lt;br /&gt;
&lt;br /&gt;
===$Default object update level for multiplayer:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the distances default object update rate  for multiplayer matches. By default, the FSO will set the object update level to 2. Valid values are 0 (Low), 1 (Medium), 2 (High), 3 (LAN). FSO caps the bandwidth it uses based on these settings, but they were designed for connections from 1999. LAN has the least restrictive limits and does not require an actual LAN connection. Also, if a player's connection is within the dial-up speed range then game auto force the use of the lowest level during a match.  &lt;br /&gt;
*Syntax: '''''Integer'''''&lt;br /&gt;
*Default Value: '''''2'''''}}&lt;br /&gt;
&lt;br /&gt;
==#SOUND SETTINGS==&lt;br /&gt;
This group contains sound-related settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Sound Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default sound fx volume for new pilots.&lt;br /&gt;
*Syntax: '''''Float''''', between 0.0 and 1.0&lt;br /&gt;
*Default Value: '''''1.0'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Music Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default music volume for new pilots.&lt;br /&gt;
*Syntax: '''''Float''''', between 0.0 and 1.0&lt;br /&gt;
*Default Value: '''''0.5'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Voice Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default voice volume for new pilots.&lt;br /&gt;
*Syntax: '''''Float''''', between 0.0 and 1.0&lt;br /&gt;
*Default Value: '''''0.7'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#FRED SETTINGS==&lt;br /&gt;
This group contains settings for FRED. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable Hard Coded Message Head Ani Files:===&lt;br /&gt;
{{table371|&lt;br /&gt;
If set, FRED will not fill the head ani selection in the Event Editor with the retail head ani filenames.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable scripting in FRED:===&lt;br /&gt;
{{table382|&lt;br /&gt;
If set, scripting will be enabled in FRED. Use with extreme caution. The effects of scripts on FRED have not been fully tested. You can check if a script is running in FRED by using ba.inMissionEditor().&lt;br /&gt;
*Default Value: '''''NO'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#OTHER SETTINGS==&lt;br /&gt;
This group contains miscellaneous settings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Turret Collisions:===&lt;br /&gt;
Makes all hits to a turret's barrels count as hits to the turret subsystem. By default, this does not happen unless the point of impact falls inside the model radius of the turret's base.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Missile Detonation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*When this flag is set, missiles which reach the center of a submodel will not detonate immediately; they will delay detonation until they have traveled another radius of the submodel.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''False'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Impacted Subsystem First:===&lt;br /&gt;
If set, a hit to a physical subsystem will always deal damage to that subsystem first, even if another subsystem is closer to the point of impact. By default, the closest subsystem will always receive damage first.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default ship select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*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.&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default weapon select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the -weapon_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapons inherit parent collision group:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set to true, Weapons fired by a ship will inherit their parents' collision group setting.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flight controls follow eyepoint orientation:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that if the player ship's eyepoint happens to rotate into a non-standard orientation, pitch and yaw axes should stay relative to the eyepoint orientation, not the ship. Note that this does not affect the pitch/yaw turning speed, which always remains relative to the ship.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beams Use Damage Factors:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that beam weapons will use the tabled damage factors for Armour, Shields and Subsystems. Default is false (i.e. all factors are treated as 1.0)&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default fiction viewer UI:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies which fiction viewer layout to use in missions that don't specify one. Possible values are as follows:&lt;br /&gt;
**&amp;quot;FS2&amp;quot;: Standard layout. Requires (2_)fictionviewer and (2_)fictionviewer-m to be present in data\interface.&lt;br /&gt;
**&amp;quot;WCS&amp;quot;: Moves the &amp;quot;Accept&amp;quot; button to the lower-left corner of the screen. Requires (2_)fictionviewerb and (2_)fictionviewer-mb to be present in data\interface.&lt;br /&gt;
**&amp;quot;auto&amp;quot;: Selects &amp;quot;WCS&amp;quot; if the appropriate files are present; otherwise, selects &amp;quot;FS2&amp;quot;. This is the default setting.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Movie subtitle font:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Specifies which font should be used for displaying subtitles in the cutscene player. This should be the name given to this font in the fonts table. Since movie subtitles can contain Unicode text it is a good idea to enable Unicode mode when movie subtitles are used but this is not enforced by this option.&lt;br /&gt;
*Syntax: '''''String'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable built-in translations:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Turns off hard-coded translations, e.g. Transport -&amp;gt; Transporter in German.  All strings will either use their XSTR entry or else not be translated.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon shockwave damage respects huge ship flags:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Controls whether weapon shockwaves will respect the huge/supercap ship flags.  In retail they do not.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable external default scripts:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Enables the loading of external scripts with the same name as a built-in script. Otherwise, uses the version of the script included in the executable (currently, just cfile_require.lua).&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player warpout speed:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines the speed the player must reach to warp out.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default Value: '''''40.0'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target warpout match percent:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines how close to the warpout speed the player needs to be to actually warp out.&lt;br /&gt;
*Syntax: '''''Float''''', between 0.0 and 1.0&lt;br /&gt;
*Default Value: '''''0.05''''' (5%)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum player warpout time:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*The [[Ships.tbl#.24Warpout_Engage_Time:|default amount of time]], in seconds, warping out will take before actually starting to check whether the player is the right speed.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default Value: '''''3.0'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable in-game options:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Experimental mode whereby various settings can be modified by FSO while it's still running, rather than being set by the launcher before execution. Requires custom assets for the in-game options menu to actually be able to change the settings.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Shockwave Default Multiplier:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Amount of damage, as a multiple of normal shockwave damage, assigned to a weapon's [[Weapons.tbl#.24Dinky shockwave:|dinky shockwave]] by default. To get the same behavior FSO had from 2005-2019, set this to 0.25.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default Value: '''''1.0'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Always Damage Bombs:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Enables all bombs being damaged by shockwaves. Previously only those marked with flags could be damaged.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''False'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Damage All Object Types Once:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Keeps any object from being damaged more than once by a shockwave.  The default behavior is for asteroids and flagged missiles to be damaged every frame by the shockwave.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''False'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Inherit Parent Weapon Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*When enabled, the shockwaves of weapons that have a defined damage type automatically inherit that damage type, rather than dealing &amp;quot;typeless&amp;quot; damage. As this behavior is more intuitive than when this flag is disabled, mods targeting 22.4 or newer versions of FSO will have it enabled by default.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''True''''' for mods targeting 22.4 or newer versions of FSO, otherwise '''''False'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Inherited Shockwave Damage Type Added Suffix:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*When combined with &amp;quot;$Shockwaves Inherit Parent Weapon Damage Type:&amp;quot;, this string is added to the inherited damage type to define the shockwave's damage type. For example, if a weapon has the damage type &amp;quot;heavy&amp;quot; and the provided suffix is &amp;quot;-shock&amp;quot;, then that weapon's shockwave's damage type would default to &amp;quot;heavy-shock&amp;quot;.&lt;br /&gt;
*Note: When defined, this also implicitly sets the equivalent value for dinky shockwaves, below.&lt;br /&gt;
*Syntax: '''''String'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Inherited Dinky Shockwave Damage Type Added Suffix:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*The same as &amp;quot;$Inherited Shockwave Damage Type Added Suffix:&amp;quot;, except specifically for &amp;quot;dinky&amp;quot; shockwaves.&lt;br /&gt;
*Syntax: '''''String'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Shockwave Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If a weapon's shockwave doesn't have a damage type set, it will have this damage type instead (when &amp;quot;$Shockwaves Inherit Parent Weapon Damage Type:&amp;quot; is enabled, this will only be used if the weapon itself also doesn't have a damage type set).&lt;br /&gt;
*Note: When defined, this also implicitly sets the equivalent value for dinky shockwaves, below.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Dinky Shockwave Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*The same as &amp;quot;$Default Shockwave Damage Type:&amp;quot;, except specifically for &amp;quot;dinky&amp;quot; shockwaves.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Engine Wash Intensity:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Allows the game to use the [[ships.tbl#.24Intensity::|Intensity]] value when calculating Engine Wash effects. &lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Swarmers Lead Targets:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes swarm missiles to lead their targets by default, and will make use of [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] if specified, like normal aspect seekers. &lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Threshold for Weapons Subsystems to Trigger Turret Inaccuracy:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the damage threshold for when turrets become less accurate due to weapon subsystem damage. In other words, how damaged do a ship's aggregated weapons systems have to be before the turrets become inaccurate? Value must be between 0.0-1.0 (includes 0.0 and 1.0).   &lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default Value: '''''0.7'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI use framerate independent turning:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Without this flag, missiles turn rate is directly dependent on the current framerate. When enabled their turn rate will be consistent, with the &amp;quot;true&amp;quot; turning taken to be observed turning at 60fps. This flag also affects ships, but the instability is only apparent at extremely low framerates, and so the change will not be apparent. &lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''True'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+AI respect tabled turn time and rotdamp:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Due to complicated physics issues caused by retail not using the above method, tabled turn times on ships and missiles are not representative of actual observed turn times. The above flag makes it consistent, but this flag will make it accurate to what is actually listed in the table. &lt;br /&gt;
*Additionally, rotdamp is now used properly by the AI in a similar manner to players. More rotdamp will result in slower rotational acceleration, and less results in faster acceleration.&lt;br /&gt;
*NOTE: BEWARE OF ADDING THIS FLAG TO AN EXISTING MODPACK. NEARLY EVERY SINGLE TURN TIME WILL NEED TO BE CHANGED.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''False'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player starts in third person/chase view by default:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*When this flag is set, a player will start the mission in the chase view, not in the cockpit view.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''False'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Custom briefing icons always override standard icons:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Custom ship briefing icons will always be shown when the briefing icon is a ship, but not when it is a non-ship icon such as a planet.  Set this flag to use custom briefing icons in all cases.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''False'''''}}&lt;br /&gt;
&lt;br /&gt;
==#END==&lt;br /&gt;
Required. The last line of the table must be #END&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
&lt;br /&gt;
    #CAMPAIGN SETTINGS&lt;br /&gt;
    $Default Campaign File Name: NewCampaignFile&lt;br /&gt;
    &lt;br /&gt;
    #Ignored Campaign File Names&lt;br /&gt;
    $Campaign File Name: FreeSpace2.fc2&lt;br /&gt;
    &lt;br /&gt;
    #HUD SETTINGS&lt;br /&gt;
    $Directive Wait Time: 5000&lt;br /&gt;
    &lt;br /&gt;
    #SEXP SETTINGS&lt;br /&gt;
    $Loop SEXPs Then Arguments: True&lt;br /&gt;
    &lt;br /&gt;
    #OTHER SETTINGS&lt;br /&gt;
    $Fix Turret Collisions: True&lt;br /&gt;
    &lt;br /&gt;
    #END&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Ships.tbl&amp;diff=62744</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Ships.tbl&amp;diff=62744"/>
		<updated>2020-11-03T11:56:44Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: Templates were fixed five years ago but I forgot to edit the wiki about it, apparently.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2020-08-13 UTC|e01c799cc1e7c1a36222954db1d4d37f68b26b67}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The '''ships.tbl''' defines all the ship classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-shp.tbm&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''Default Player Ship'''&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''Engine Wash Info'''&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''Ship Templates'''&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''Ship Classes'''&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
{{Table202|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''Wing Formations'''&lt;br /&gt;
:**Includes the list of custom wingmate formations}}&lt;br /&gt;
:*'''$Player Ship Precedence'''&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: ''Name'', name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named 'default'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: '''''String'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: '''''Float''''', degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*This setting does nothing&lt;br /&gt;
*Syntax: '''''Float''''', blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Warning|&lt;br /&gt;
The ship templates feature, when originally introduced, caused crashes and memory issues. Between 2014/07/24 and 2015/8/20, it was removed from the codebase. In short: do not use in versions prior to 3.7.4.}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: '''''String''''', name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: '''''String''''', name}}&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: '''#''' and '''@'''&lt;br /&gt;
**'''#'''. It's used in the middle of the name and cannot be the first character in the $Name: string. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort FreeSpace 1: The '''SF Dragon#weakened''' ship, used in [[Enter the Dragon]], appears to the player just as any other '''SF Dragon'''.&lt;br /&gt;
**'''@'''. It's used before the proper ship name. It is fully ignored by the game. Moreover, '''@WhateverShip''' and '''WhateverShip''' are exactly the same name and therefore they both appear as '''WhateverShip''' inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by '''@'''.&lt;br /&gt;
*Syntax: '''''String''''', name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: '''''String''''', name of the template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Alternative $Name: for the ship.&lt;br /&gt;
*Syntax: '''''String''''', Alternate $Name:}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: '''''String''''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''String''''', name of the species&lt;br /&gt;
**Example: ''Terran''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;'''''String'''''&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;'''''String'''''&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;'''''String'''''&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;'''''String'''''&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;'''''String'''''&amp;quot;, integer)&lt;br /&gt;
*Requires '''$end_multi_text''' after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines name of the ship as displayed in the tech room&lt;br /&gt;
*Syntax: '''''String'''''}}&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;'''''String'''''&amp;quot;, integer)&lt;br /&gt;
*Requires '''$end_multi_text''' after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;'''''String'''''&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;'''''String'''''&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;'''''String'''''&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -ship_choice_3d commandline flag is enabled or no ani can be found for the selected ship.&lt;br /&gt;
*Syntax: String, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename}}&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Display:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines a rectangle surface on a cockpit texture that can be updated dynamically. Multiple displays can be defined, but only one needs to be defined for each texture on the cockpit model.&lt;br /&gt;
*'''+Texture:'''&lt;br /&gt;
*The filename of the cockpit texture to be replaced.&lt;br /&gt;
*Syntax: '''''String''''', texture filename&lt;br /&gt;
*'''+Offsets:'''&lt;br /&gt;
* (Optional) The offsets of the rectangle surface into the texture that will be drawn into.&lt;br /&gt;
*Syntax: '''''Vector''''', two '''integers'''&lt;br /&gt;
*'''+Size:'''&lt;br /&gt;
* The size of the rectangle surface that will be drawn into.&lt;br /&gt;
*Syntax: '''''Vector''''', two '''integers'''&lt;br /&gt;
*'''+Background:'''&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the background of this display.&lt;br /&gt;
*Syntax: '''''String''''', texture filename&lt;br /&gt;
*'''+Foreground:'''&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the foreground of this display.&lt;br /&gt;
*Syntax: '''''String''''', texture filename&lt;br /&gt;
*'''+Display Name:'''&lt;br /&gt;
* A name to be used as a reference handle.&lt;br /&gt;
*Syntax: '''''String'''''}}&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename&lt;br /&gt;
&lt;br /&gt;
===$POF file Techroom:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder; used only in the weapon loadout screen&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''+old:'''&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''+new:'''&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target File:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: '''''Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers default to (from left to right): 1/8, 1/4, 1, 4, and 8, and may be overridden by the [[Ai_profiles.tbl#$Detail Distance Multiplier:|$Detail Distance Multiplier]]&lt;br /&gt;
*Syntax: '''''(Detail Distances)''''' , list of '''integers''' (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: ''(0, 80, 300, 900)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision LOD:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines an alternative LOD (Level-Of-Detail) to use for collision detection. Using this can increase performance without visible drawbacks if the LOD chosen has much simpler geometry but the shape still closely matches the base model.&lt;br /&gt;
*This works as follows: collision detection proceeds normally through the various model/submodel radius and bounding box checks based on LOD0, but when the game decides to perform a mesh-based collision check of a given submodel, it will use the submodel's LOD mesh instead. However, all submodels do not need to have a counterpart in the given LOD; if one is not found, the closest alternative will automatically be used instead.&lt;br /&gt;
*For example, if ''$Collision LOD: 3'' is used and the submodel engine01a is checked for a hit, the game will attempt to use the mesh of engine01d instead. However, if there is no engine01d submodel, the game will find the closest alternative: it'll look for engine01c, then engine01b, and finally fall back to engine01a. Note the implications of for example the root LOD submodel (detaild, detail3, etc) including the geometry of subsystem submodels; if detail0 is checked for a collision before engine01a, and detail3 includes the engine geometry (as opposed to having it in engine01d), then the subsystem engine01a cannot be hit.&lt;br /&gt;
**Syntax: '''''Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
NOTE: this option has done nothing since before 2008&lt;br /&gt;
&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: ''42, 42, 224''&lt;br /&gt;
&lt;br /&gt;
===$Enable Team Colors:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Enables Team Colors for a ship without setting a default color setting.&lt;br /&gt;
*Syntax: '''''Boolean'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Default Team:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Specifies the default team name to be used for coloring a ship.&lt;br /&gt;
*None will set the default to 'no coloring'.&lt;br /&gt;
*Syntax: '''''String''''', name of the teams as defined in [[colors.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.&lt;br /&gt;
*Syntax: '''''Boolean''''', yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Lightning Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Changes the damage lightning effect shown on highly damaged ships. &lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**''None''&lt;br /&gt;
**''Default''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''+Damage Type:'''&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below&lt;br /&gt;
*'''+Max particles:'''&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: '''''Integer'''''&lt;br /&gt;
**Default Value: 30}}{{Table3613|&lt;br /&gt;
*'''+Min particles:'''&lt;br /&gt;
**Defines the minimum number of particles spewed&lt;br /&gt;
**Syntax: '''''Integer'''''&lt;br /&gt;
**Default Value: 25&lt;br /&gt;
*'''+Max Radius:'''&lt;br /&gt;
**Defines the maximum radius of particles&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
**Default Value: 0.5f&lt;br /&gt;
*'''+Min Radius:'''&lt;br /&gt;
**Defines the minimum radius of particles&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
**Default Value: 0.2f&lt;br /&gt;
*'''+Max Lifetime:'''&lt;br /&gt;
**Defines the maximum lifetime of particles&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
**Default Value: 0.55f&lt;br /&gt;
*'''+Min Lifetime:'''&lt;br /&gt;
**Defines the minimum lifetime of particles&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
**Default Value: 0.05f&lt;br /&gt;
*'''+Max Velocity:'''&lt;br /&gt;
**Defines the maximum velocity of particles&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
**Default Value: 12.0f&lt;br /&gt;
*'''+Min Velocity:'''&lt;br /&gt;
**Defines the minimum velocity of particles&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
**Default Value: 2.0f&lt;br /&gt;
*'''+Normal Variance:'''&lt;br /&gt;
**Defines the variance of particle direction from the normal&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
**Default Value: 1.0f}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the 'smoke' released on weapon impact point&lt;br /&gt;
*Certain default values (marked with '''X''') gain a specific multiplier based on ship radius&lt;br /&gt;
::If the radius is less than 20 the multiplier is 1&lt;br /&gt;
::If the radius is larger than 40 the multipler is 1.2&lt;br /&gt;
::Otherwise it is between 1 and 1.2&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''+Max Particles:'''&lt;br /&gt;
**Default Value: 50 * '''X'''}}{{Table3613|&lt;br /&gt;
*'''+Min Particles:'''&lt;br /&gt;
**Default Value: 20 * '''X'''&lt;br /&gt;
*'''+Max Radius:'''&lt;br /&gt;
**Default Value: 1.3 &lt;br /&gt;
*'''+Min Radius:'''&lt;br /&gt;
**Default Value: 0.7&lt;br /&gt;
*'''+Max Lifetime:'''&lt;br /&gt;
**Default Value: 1.5 * '''X'''&lt;br /&gt;
*'''+Min Lifetime:'''&lt;br /&gt;
**Default Value: 0.7 * '''X'''&lt;br /&gt;
*'''+Max Velocity:'''&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*'''+Min Velocity:'''&lt;br /&gt;
**Default Value: 3.0&lt;br /&gt;
*'''+Normal Variance:'''&lt;br /&gt;
**Default Value: 0.2 * '''X'''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision Physics:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Parameters affecting collision physics, including landings.&lt;br /&gt;
*&amp;quot;Landing&amp;quot; means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. &amp;quot;Reorient&amp;quot; thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. &lt;br /&gt;
&lt;br /&gt;
====+Bounce:====&lt;br /&gt;
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Both Small Bounce:====&lt;br /&gt;
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Friction:====&lt;br /&gt;
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.&lt;br /&gt;
====+Rotation Factor:====&lt;br /&gt;
Affects the rotational energy of collisions. Default is 0.2.&lt;br /&gt;
====+Landing Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still be considered a landing. &lt;br /&gt;
====+Landing Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity the ship can land at.&lt;br /&gt;
====+Landing Max Angle:====&lt;br /&gt;
Maximum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Min Angle:====&lt;br /&gt;
Minimum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. &lt;br /&gt;
====+Reorient Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still reorient. &lt;br /&gt;
====+Reorient Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity for reorienting.&lt;br /&gt;
====+Reorient Max Angle:====&lt;br /&gt;
Maximum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Min Angle:====&lt;br /&gt;
Minimum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.&lt;br /&gt;
====+Reorient Speed Mult:====&lt;br /&gt;
How quickly the reorientation takes place (when applicable)&lt;br /&gt;
====+Landing Rest Angle:====&lt;br /&gt;
Angle of the ship's nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. &lt;br /&gt;
====+Landing Sound:====&lt;br /&gt;
Sound to play when landing (if it's not a landing, normal collision sound is used).&lt;br /&gt;
}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
====+Collision Sound Light:====&lt;br /&gt;
Sound when this ship collides normally.&lt;br /&gt;
====+Collision Sound Heavy:====&lt;br /&gt;
Sound when this ship collides at high speed.&lt;br /&gt;
====+Collision Sound Shielded:====&lt;br /&gt;
Sound when this ship collides with shields active.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''+Min Lifetime:'''&lt;br /&gt;
**Defines the minimum lifetime of the debris (Default value is a random number)&lt;br /&gt;
**Syntax: '''''Float,''' Seconds&lt;br /&gt;
*'''+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: '''''Float,''' Seconds&lt;br /&gt;
*'''+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: '''''Float,''' Meters/second&lt;br /&gt;
*'''+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: '''''Float,''' Meters/second&lt;br /&gt;
*'''+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)&lt;br /&gt;
**Syntax: '''''Float,''' Radians/second&lt;br /&gt;
*'''+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: '''''Float,''' Radians/second&lt;br /&gt;
*'''+Damage Type:'''&lt;br /&gt;
**Defines the damage type of the debris&lt;br /&gt;
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*'''+Min Hitpoints:'''&lt;br /&gt;
**Defines the minimum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Max Hitpoints:'''&lt;br /&gt;
**Defines the maximum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Damage Multiplier:'''&lt;br /&gt;
**Defines the collision damage multiplier for collisions against the generated debris pieces&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Lightning Arc Percent:'''&lt;br /&gt;
**Controls what percent of debris pieces will have the damage lightning effect applied to them.&lt;br /&gt;
**Defaults to 50%.&lt;br /&gt;
**Syntax: '''''Float,''' 0-100}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*'''+Ambient Sound:'''&lt;br /&gt;
**The sound played in the vicinity of debris.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*This defines how hard you hit something. If you set it very high, a collision will the lower density ship and not yours; the higher the numbers are, the harder they will hit and the farther they will be pushed. However, this doesn't apply to asteroids. When a high density fighter collides with an asteroid, the high-density fighter will receive damage, but it will also destroy the asteroid. Setting a density of 1000 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid. A low-density fighter will not have any effect on an asteroid, but if the fighter destroys the asteroid, the fighter will fly far away.&lt;br /&gt;
*Syntax: '''''Float''''', usually 1. Must not be 0.&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Sets the natural period (1 / omega) of the dampening effects on top of the acceleration model. (See [[Ships.tbl#$Forward Accel:|$Forward Accel:]])&lt;br /&gt;
*In essence, affects how quickly you will accel/decel to your target velocity. Higher damp means slower acceleration and deceleration, while lower values (down to 0.0001) means faster acceleration/deceleration.&lt;br /&gt;
**Specifying a value of 0.0 means there is no damping placed on top of the acceleration model, which is the most responsiveness you'll get.&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Shares the same principles of [[Ships.tbl#$Damp:|$Damp]], but is applied to rotations directly. (there isn't a engine/thrust acceleration model for rotations)&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*The x and y velocities are considered slide veocities&lt;br /&gt;
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: ''0.0, 0.0, 80.0''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Minimum Velocity:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines minimum velocities on x (left/right), y (up/down), and z (forward) -axis (respectively). This affects the player only, the AI ignores the value. &lt;br /&gt;
*The x and y velocities are considered slide velocities, the minimums for them are '''not currently implemented'''.&lt;br /&gt;
*When gliding, if the absolute speed vector of the players ship falls below the minimum then the ships engines will re-engage and cannot be switched off again until the ships absolute vector exceeds the z-minimum.&lt;br /&gt;
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: ''0.0, 0.0, 40.0''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is &amp;quot;pitch,&amp;quot; y-axis is &amp;quot;yaw,&amp;quot; and z-axis is &amp;quot;roll.&amp;quot;&lt;br /&gt;
*Syntax: '''''Vector''''', three '''floats''', seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: ''3.0, 2.6, 5.0''&lt;br /&gt;
**Note: Setting to Zero will cause the model to disappear in mission.&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: '''''Float''''', meters per second&lt;br /&gt;
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% of the maximum forward (z) velocity&lt;br /&gt;
** We use 63.21% instead of 100% because FSO's acceleration/velocity model is based on a simplistic exponential function, rather than the more complex models seen for prop-driven, jet-driven, or rocket-driven craft.&lt;br /&gt;
** The equation is a derivative of v = 1 - e^(-t / T), where T is what we define in the ship.tbl&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum forward (z) velocity to full stop&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% maximum slide velocity&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Number of seconds needed from 63.21% maximum slide velocity to full stop&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship's attitude/facing without changing its current movement direction and speed.&lt;br /&gt;
*Syntax: '''''Boolean''''', yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: '''''Boolean'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode. If &amp;gt; 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: '''''Boolean'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: '''''Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence&lt;br /&gt;
{{Note|If none of the following optional strings are added, the weapon will not converge. Don't forget to use them.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*'''+Minimum Distance:'''&lt;br /&gt;
**Defines the minimum distance for the convergence.  Overrides the setting for $Autoaim FOV's minimum distance.}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*'''+Distance:'''&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*''Default''&lt;br /&gt;
:*''BTRL'' or ''Galactica''&lt;br /&gt;
:*''Homeworld''&lt;br /&gt;
:*''Hyperspace''}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*''Knossos''&lt;br /&gt;
:*''Babylon5''}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: '''''String'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in effect&lt;br /&gt;
*Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for '''default''' warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for '''BTRL''' type warpin effects&lt;br /&gt;
*Syntax: '''''Float''''', meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Decel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the '''hyperspace''' warpin effect.&lt;br /&gt;
*Defines an exponent for the deceleration curve at the end of the warpin. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual deceleration.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used for the Homeworld warpin effect. Has no effect for other warpin types.&lt;br /&gt;
*Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*''Default''&lt;br /&gt;
:*''BTRL'' or ''Galactica''&lt;br /&gt;
:*''Homeworld''&lt;br /&gt;
:*''Hyperspace''}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*''Knossos''&lt;br /&gt;
:*''Babylon5''}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: '''''String'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out effect&lt;br /&gt;
*Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Engage Time:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the delay the it takes for the warp drive of the ship to engage, during which the player may still abort the warpout. Affects both the player as well as AI ships. If not defined, [[Game_settings.tbl#.24Minimum player warpout time:|defaults to]] 3 seconds for the player and none for the AI.&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for '''default''' warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for '''BTRL''' type warpout effects}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Sets the minimum speed required for the ship to warp out for '''hyperspace''' type warpout effects}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: '''''Float''''', meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Accel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the '''hyperspace''' warpin effect.&lt;br /&gt;
*Defines an exponent for the acceleration curve at the start of the warpout. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual acceleration.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Inner Rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Outer Rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: '''''Float''''', damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Blast:===&lt;br /&gt;
*The intensity of the blast effect when you're within the outer radius&lt;br /&gt;
*Syntax: '''''Float''''', blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: '''''Boolean''''', yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Propagating Expl Radius Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This sets the multiplier for the ship splitting propagating explosions&lt;br /&gt;
*Syntax: '''''Float''''', defaults to 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base Death-Roll Time:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the base death-roll time&lt;br /&gt;
*Values is modified depending on conditions when the ship died&lt;br /&gt;
*Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
**Default: 3000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the radius of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Intensity Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the amount of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier applied to the ship death explosions&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Count:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the number of explosion effect game uses when a large ship dies&lt;br /&gt;
*Syntax: '''''Integer'''''&lt;br /&gt;
**Default: 6}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll X rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on X-axis (pitch) rotation during the ships deathroll. The value is radians per second. The current hard-coded minimum is 0.8. Note the code generally won't use this value for ships with radius &amp;gt; 150 (hard-coded). &lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Y rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Y-axis (yaw) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Z rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Z-axis (roll) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on every explosion event which happens when ship is splitting apart&lt;br /&gt;
*The old 'popcorn' effect&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*'''+Max Particles:'''&lt;br /&gt;
**Default Value: 80&lt;br /&gt;
*'''+Min Particles:'''&lt;br /&gt;
**Default Value: 40&lt;br /&gt;
*'''+Max Radius:'''&lt;br /&gt;
**Default Value: Ship radius * 0.015&lt;br /&gt;
*'''+Min Radius:'''&lt;br /&gt;
**Default Value: Ship radius * 0.005&lt;br /&gt;
*'''+Max Lifetime:'''&lt;br /&gt;
**Default Value: 6.0 * (1 + 0.002 * Ship radius)&lt;br /&gt;
*'''+Min Lifetime:'''&lt;br /&gt;
**Default Value: 0.5 * (1 + 0.002 * Ship radius) &lt;br /&gt;
*'''+Max Velocity:'''&lt;br /&gt;
**Default Value: Speed of the propagating explosion&lt;br /&gt;
*'''+Min Velocity:'''&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*'''+Normal Variance:'''&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used the final explosion of this ship type,&lt;br /&gt;
*Syntax: '''String''', the particle effect name&lt;br /&gt;
*If this option is specified then ''$Ship Death Particles'' is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on the moment 'non-knossos' type object dies&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*'''+Max Particles:'''&lt;br /&gt;
**Default Value: 100&lt;br /&gt;
*'''+Min Particles:'''&lt;br /&gt;
**Default Value: 50&lt;br /&gt;
*'''+Max Radius:'''&lt;br /&gt;
**Default Value: 1.5&lt;br /&gt;
*'''+Min Radius:'''&lt;br /&gt;
**Default Value: 0.1&lt;br /&gt;
*'''+Max Lifetime:'''&lt;br /&gt;
**Default Value: 4.0&lt;br /&gt;
*'''+Min Lifetime:'''&lt;br /&gt;
**Default Value: 0.5&lt;br /&gt;
*'''+Max Velocity:'''&lt;br /&gt;
**Default Value: 20.0&lt;br /&gt;
*'''+Min Velocity:'''&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*'''+Normal Variance:'''&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released when 'knossos' type object is dying&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*'''+Max Particles:'''&lt;br /&gt;
**Default Value: 30&lt;br /&gt;
*'''+Min Particles:'''&lt;br /&gt;
**Default Value: 15&lt;br /&gt;
*'''+Max Radius:'''&lt;br /&gt;
**Default Value: 100.0&lt;br /&gt;
*'''+Min Radius:'''&lt;br /&gt;
**Default Value: 30.0&lt;br /&gt;
*'''+Max Lifetime:'''&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*'''+Min Lifetime:'''&lt;br /&gt;
**Default Value: 2.0&lt;br /&gt;
*'''+Max Velocity:'''&lt;br /&gt;
**Default Value: 350.0&lt;br /&gt;
*'''+Min Velocity:'''&lt;br /&gt;
**Default Value: 50.0&lt;br /&gt;
*'''+Normal Variance:'''&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. &lt;br /&gt;
*Syntax: '''''Float''''', percent chance of vaporization, 0 to 100}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''REQUIRES ADDITIONAL TABLE'''. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: '''''Float''''', meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: '''''Integer'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship's 3D shockwave&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: '''''Integer list'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
**Default: ''200''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )''''', names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )''''', names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.&lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )''''', names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.&lt;br /&gt;
*Syntax: '''''( Integer, Integer )'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: '''''( Boolean Boolean )''''', yes or no&lt;br /&gt;
**Example: ''( YES YES )'' - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )''''', names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.&lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )''''', names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.&lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )''''', names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: '''''( Integer, Integer )'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: '''''( Boolean Boolean )'''''&lt;br /&gt;
**Example: ''(YES YES)''}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: '''''Float''''' (defaults to 1.0)&lt;br /&gt;
{{Note|It is not required to have any weapons with the &amp;quot;apply recoil&amp;quot; flag set for this to be enabled.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: '''''Float''''', total shield strength&lt;br /&gt;
&lt;br /&gt;
====+Auto Spread:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the thickness of auto spread shields. Note that the [[#.22auto_spread_shields.22|&amp;quot;auto spread shields&amp;quot;]] ship flag is also needed.&lt;br /&gt;
*Syntax: '''''Float''''', shield thickness in meters.}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Weapon Span:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines the minimum distance weapons must have traveled before impacting the shield (for example if fired close to or inside the shield). Does not affect whether the weapon bypasses shields, unless +Allow Bypass (see below) is set to ''YES''. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: '''''Float''''', defaults to the shield thickness.}}&lt;br /&gt;
&lt;br /&gt;
====+Allow Bypass:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Determines whether weapons which impact on the ship's hull (see +Minimum Weapon Span above) will bypass shields. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
**Default: ''NO''}}&lt;br /&gt;
&lt;br /&gt;
====+Spread From LOD:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Causes the auto spread shields calculations to be done based off a LOD level other than LOD0. Using a lower-poly LOD will considerably speed up the shield collision detection, while being visually indistinguishable in most cases.&lt;br /&gt;
*Syntax: '''''Integer''''', defaults to 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Point Shield Controls:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows remapping of the 4 shield augmentation keys when [[Model Point Shields]] are used. You should usually supply as many values as you have shield segments. The first value determines which augmentation key to use for the first shield segment, the second value determines which key to use for the second shield segment, and so on (the order being defined by the order of the shield points in the model file). If less than 4 values are given, &amp;quot;none&amp;quot; is assumed for the missing ones. Note that as there are only 4 augmentation keys, player ships with more than 4 shield segments would generally not be a good idea.&lt;br /&gt;
*Syntax: '''''( String list )''''', possible values &amp;quot;front&amp;quot;, &amp;quot;left&amp;quot;, &amp;quot;right&amp;quot;, &amp;quot;rear&amp;quot; and &amp;quot;none&amp;quot;&lt;br /&gt;
**Example: ''( &amp;quot;front&amp;quot; &amp;quot;rear&amp;quot; )'' for a ship with only two shield sections, front and rear; the left and right augmentation keys would be disabled.&lt;br /&gt;
**Example: ''( &amp;quot;left&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;right&amp;quot; )'' for a ship with only three shield sections, left, right and rear; the front augmentation key would be disabled.&lt;br /&gt;
**Example: ''( &amp;quot;front&amp;quot; &amp;quot;right&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;left&amp;quot; )'' for a ship with four shield sections but perhaps positioned in a non-standard way.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: ''100, 100, 255''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Impact explosion animation to trigger when this ship's shields are hit. Works identically for all shield types.&lt;br /&gt;
*Note: The size of the explosion is defined by the weapon, see [[Weapons.tbl#.24Shield_Impact_Explosion_Radius:]].&lt;br /&gt;
*Syntax: '''''String''''', filename or ''none''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Shield Recharge:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines a maximum recharge limit of shields. When used, the combined maximum shield energy is lowered, meaning that shield energy can be moved between quadrants even with shields fully charged.&lt;br /&gt;
*Syntax: '''''Float''''', multiplier ranging from 0.0 to 1.0, defaults to 1.0&lt;br /&gt;
**Example: ''$Max Shield Recharge: 0.5'' caps the combined shield energy to 50%, meaning that a ship with 4 shield quadrants will by default have 12.5% strength on all quadrants (instead of normal 25%), allowing it to for example augment one quadrant to 50% while dropping other quadrants to 0%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*Actually does *NOTHING* unless set to zero; in which case weapon/shield/burner energy regeneration is disabled. Checked via code inspection 2014/12/29&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: '''''Float''''', multiplier of total shield hitpoints recharged each second. ('''NOT A PERCENTAGE''', 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: ''0.02''&lt;br /&gt;
*Affected by ETS Shields value (1/3rd value recharged per sec at default ETS setting of '4')&lt;br /&gt;
*Affected by AI Profile Setting: $Player Shield Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===$Support Shield Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Shield repair rate when docked to a support ship&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: '''''Float''''', multiplier of total gun energy recharged each second ('''NOT A PERCENTAGE''', 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: ''0.04''&lt;br /&gt;
*Affected by ETS Guns value (1/3rd value recharged per sec at default ETS setting of '4')&lt;br /&gt;
*Affected by AI Profile Setting: $Player Weapon Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be '''$Max Overclock Speed:'''&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: '''''Float''''', meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be '''$Max Weapon Energy:'''&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: '''''Float''''', hitpoints&lt;br /&gt;
**Default: ''100''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: '''''Float''''', multiplier of hitpoints repaired per second, '''NOT A PERCENTAGE''', 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Hull Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for hull when docked to a support ship&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: ''Value'', percentage of total subsystem hitpoints repaired per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Subsystem Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for subsystems when docked to a support ship&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''REQUIRES ADDITIONAL TABLE'''. Defines armor type used for the ship&lt;br /&gt;
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*'''REQUIRES ADDITIONAL TABLE'''. Defines the armor type used for shield of the ship&lt;br /&gt;
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )''''', names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''+noreplace'''&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: '''''String''''', name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: '''''Boolean''''', yes or no&lt;br /&gt;
====+Aburn Max Vel:====&lt;br /&gt;
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
====+Aburn For accel:====&lt;br /&gt;
*Defined only for the forward acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
====+Aburn Max Reverse Vel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration, Sets the top speed for Reverse Afterburner.&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.&lt;br /&gt;
}}&lt;br /&gt;
====+Aburn Rev accel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Float''''', seconds'''''}}&lt;br /&gt;
&lt;br /&gt;
====+Aburn Fuel:====&lt;br /&gt;
*Amount of afterburner fuel the ship has&lt;br /&gt;
*Syntax: '''''Float''''', fuel&lt;br /&gt;
====+Aburn Burn Rate:====&lt;br /&gt;
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
*Syntax: '''''Float''''', fuel units per second&lt;br /&gt;
====+Aburn Rec Rate:====&lt;br /&gt;
*Rate the fuel is restored.&lt;br /&gt;
*Exact fuel recharged per second is given by the ETS value (as a percentage of total power output) multiplied by twice the tabled recharge rate, and then multiplied by the difficulty setting.&lt;br /&gt;
*Syntax: '''''Float''''', fuel units per second&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====$Trails:====&lt;br /&gt;
*Allows afterburner trails to be used&lt;br /&gt;
=====+Bitmap:=====&lt;br /&gt;
*Texture used to draw the afterburner trail&lt;br /&gt;
*Syntax: '''''String''''', filename&lt;br /&gt;
=====+Width:=====&lt;br /&gt;
*Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
=====+Alpha:=====&lt;br /&gt;
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
=====+Life:=====&lt;br /&gt;
*How long the trail will last&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
=====+Faded Out Sections:=====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
*Syntax: '''''Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: '''''String''''', name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: '''''Integer'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan Time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan range Normal:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan other small ships or large ship subsystems&lt;br /&gt;
*Syntax: '''''Float''''', distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scan range Capital:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan capital (&amp;amp; similar size) ships&lt;br /&gt;
*Syntax: '''''Float''''', distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Shield Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of shield damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: '''''Float''''', percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Hull Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of hull damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: '''''Float''''', percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Engine Volume:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies how to multiply the volume of the engine sound based on ship speed. When the ship is stationary, the engine volume will be multiplied by the given value, with the value approaching 1.0 as the ship speed approaches maximum.&lt;br /&gt;
*Note: Default behavior is to ramp the multiplier from 0.5 (when ship is stationary) to 1.0 (when ship is at half speed or more).&lt;br /&gt;
*Syntax: '''''Float''''', volume multiplier, usually you'll want a value between 0.0 and 1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Flyby Sound===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Optional sound to be used for the fly-by sound&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideStartSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when entering glide mode, instead of the default throttle down sound.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideEndSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when exiting glide mode, instead of the default throttle up sound.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CockpitEngineSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for looping engine sound heard in the cockpit.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$FullThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to full power.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ZeroThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to zero power&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleUpSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when increasing throttle power by 1/3&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleDownSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when decreasing throttle power by 1/3&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the looping sound heard when the afterburner is active&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerEngageSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the sound heard when the afterburner is engaged&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the activation of the afterburner failed&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileTrackingSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player tries to acquire a lock&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player has acquired a lock&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his primary weapon&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his secondary weapon&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$TargetAcquiredSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player acquires a new target&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the primary weapon fails to fire&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the secondary weapon fails to fire&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is fired at the player&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is fired at the player&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is locked onto the player&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileEvadedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a missile has been evaded&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CargoScanningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the cargo of an object is being scanned&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$DeathRollSnd===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Optional sound to be used for the sound heard when the ship enters its death roll&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ExplosionSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the ship explodes&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SubsysExplosionSnd===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Optional sound to be used for the sound heard when a subsystem on this ship explodes&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Closeup_pos:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). The position of the camera relative to the model in the tech room and the target box view. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). How far the camera's zoomed in, defines camera's FOV. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: '''''Float''''', radians&lt;br /&gt;
&lt;br /&gt;
{{Table381|&lt;br /&gt;
===$Closeup_pos_targetbox:===&lt;br /&gt;
*Optional value to set for the position of the camera relative to the model in the HUD target box view. If not set then the value for $Closeup_pos: will be used.&lt;br /&gt;
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom_targetbox:===&lt;br /&gt;
*Optional value to set how the model will show in the HUD target box view. How far the camera's zoomed in, defines camera's FOV. If not set then the value for $Closeup_zoom: will be used.&lt;br /&gt;
*Syntax: '''''Float''''', radians&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
**Syntax: ''Filename''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Icon Direction:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*The direction from which the ship should be drawn from, if $Ship_Icon is not used and the ship icon is generated from the model.&lt;br /&gt;
** By default, the direction is based on whether the game thinks the ship is a small ship, a capship or an installation.&lt;br /&gt;
**Syntax: ''String'', one of &amp;quot;top&amp;quot;, &amp;quot;bottom&amp;quot;, &amp;quot;front&amp;quot;, &amp;quot;back&amp;quot;, &amp;quot;left&amp;quot; or &amp;quot;right&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: ''Filename''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon:===&lt;br /&gt;
*Defines if the ship has its own briefing icon information which overrides the standard briefing icon image&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: '''''&amp;lt;regular anim filename&amp;gt;'''''&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: '''''&amp;lt;fade anim filename&amp;gt;'''''&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: '''''&amp;lt;highlight anim filename&amp;gt;'''''}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: '''''&amp;lt;regular anim filename&amp;gt;'''''&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: '''''&amp;lt;fade anim filename&amp;gt;'''''&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: '''''&amp;lt;highlight anim filename&amp;gt;'''''}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon:===&lt;br /&gt;
*Defines if the ship has its own wing briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: '''''&amp;lt;regular anim filename&amp;gt;'''''&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: '''''&amp;lt;fade anim filename&amp;gt;'''''&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: '''''&amp;lt;highlight anim filename&amp;gt;'''''}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own wing-with-cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: '''''&amp;lt;regular anim filename&amp;gt;'''''&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: '''''&amp;lt;fade anim filename&amp;gt;'''''&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: '''''&amp;lt;highlight anim filename&amp;gt;'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*'''$Thruster Normal Flame:'''&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*'''$Thruster Afterburner Flame:'''&lt;br /&gt;
**Syntax: '''''String''''', filename}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''Defines the primary thruster glow - the one visible only from behind'''&lt;br /&gt;
**'''$Thruster Bitmap 1:'''&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Normal:''' under the '''$Thrustglows:''' entry.&lt;br /&gt;
***Syntax: '''''String''''', filename&lt;br /&gt;
**'''$Thruster Bitmap 1a:'''&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Afterburner:''' under the '''$Thrustglows:''' entry.&lt;br /&gt;
***Syntax: '''''String''''', filename&lt;br /&gt;
**'''$Thruster01 Radius factor:'''&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: '''''Float'''''&lt;br /&gt;
*'''Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow'''&lt;br /&gt;
**'''$Thruster Bitmap 2:'''&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Sec_Normal:''' under the '''$ThrustAnims:''' entry.&lt;br /&gt;
***Syntax: '''''String''''', filename&lt;br /&gt;
**'''$Thruster Bitmap 2a:'''&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Sec_Afterburn:''' under the '''$ThrustAnims:''' entry.&lt;br /&gt;
***Syntax: '''''String''''', filename&lt;br /&gt;
**'''$Thruster02 Radius factor:'''&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: '''''Float'''''&lt;br /&gt;
**'''$Thruster02 Length factor:'''&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older '''$Thruster01 Length factor:'''&lt;br /&gt;
***Syntax: '''''Float'''''&lt;br /&gt;
*'''Defines the tertiary glow type-effect for thrusters - the one visible from all directions'''&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**'''$Thruster Bitmap 3:'''&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Ter_Normal:''' under the '''$ThrustAnims:''' entry.&lt;br /&gt;
***Syntax: '''''String''''', filename&lt;br /&gt;
**'''$Thruster Bitmap 3a:'''&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Ter_Afterburn:''' under the '''$ThrustAnims:''' entry.&lt;br /&gt;
***Syntax: '''''String''''', filename&lt;br /&gt;
**'''$Thruster03 Radius factor:'''&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: '''''Float'''''}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*'''Defines the distortion effect for thrusters'''&lt;br /&gt;
**'''$Thruster Bitmap Distortion:'''&lt;br /&gt;
***Defines name of normal thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line '''+Dist_Normal:''' under the '''$ThrustAnims:''' entry.&lt;br /&gt;
***Syntax: '''''String''''', filename&lt;br /&gt;
**'''$Thruster Bitmap Distortion a:'''&lt;br /&gt;
***Defines name of afterburner thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line '''+Dist_Afterburn:''' under the '''$ThrustAnims:''' entry.&lt;br /&gt;
***Syntax: '''''String''''', filename&lt;br /&gt;
**'''$Thruster Distortion Radius factor:'''&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: '''''Float'''''&lt;br /&gt;
**'''$Thruster Distortion Length factor:'''&lt;br /&gt;
***Defines the length multiplier for the thruster distortion&lt;br /&gt;
***Syntax: '''''Float'''''&lt;br /&gt;
**'''$Thruster Distortion:'''&lt;br /&gt;
***Defines whether the distortion effect is rendered for this ship.&lt;br /&gt;
***Syntax: '''''Bool'''''}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*'''$Thruster Glow Noise Mult:'''&lt;br /&gt;
**A multiplier for how much noise is applied to the thruster glow radius. A value of 0 causes the radius to remain perfectly steady and values higher than 1 cause the radius to fluctuate more than the default.&lt;br /&gt;
** Defaults to 1.0.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*'''$Thruster Particle Bitmap:''' OR '''$Afterburner Particle Bitmap:'''&lt;br /&gt;
**Name of the animation used for particle thrusters, up to '''three''' can be defined for both '''standard''' thrusters and '''afterburners''' (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''$Min Radius:'''&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''$Max Radius:'''&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''$Min Created:'''&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''$Max Created:'''&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''$Variance:'''&lt;br /&gt;
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
This field is [[deprecated]], and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: '''''Integer''''', maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature disabled. Parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*'''+ClearAll'''&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
====+Offset:====&lt;br /&gt;
*The position of the contrail's head&lt;br /&gt;
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively, relative to the center point of the model&lt;br /&gt;
====+Start Width:====&lt;br /&gt;
*The width of the contrail's head&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
====+End Width:====&lt;br /&gt;
*The width of the contrail's tail&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
====+Start Alpha:====&lt;br /&gt;
*The opacity of the contrail's head&lt;br /&gt;
*Syntax: '''''Float''''', value between 0 and 1&lt;br /&gt;
====+End Alpha:====&lt;br /&gt;
*The opacity of the contrail's tail&lt;br /&gt;
*Syntax: '''''Float''''', value between 0 and 1&lt;br /&gt;
====+Max Life:====&lt;br /&gt;
*How long the contrail remains&lt;br /&gt;
*Syntax: '''''Float'''''', seconds&lt;br /&gt;
====+Spew Time:====&lt;br /&gt;
*Syntax: '''''Integer'''''&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
*The image to use for the contrail.&lt;br /&gt;
*Syntax: '''''String''''', filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Faded Out Sections:====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*'''+Index:'''&lt;br /&gt;
**Defines the index number of the manoeuvring thruster defined in this entry&lt;br /&gt;
**Syntax: '''''Integer'''''&lt;br /&gt;
*'''+Used For:'''&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
**Syntax: '''''(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)'''''&lt;br /&gt;
*'''+Position:'''&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*'''+Normal:'''&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*'''+Texture:'''&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''+Radius:'''&lt;br /&gt;
**Defines the radius of cylinder&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+Length:'''&lt;br /&gt;
**Defines the length of thruster trail&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+StartSnd:'''&lt;br /&gt;
**Defines the sound played when the thruster is started&lt;br /&gt;
**Syntax:  '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*'''+LoopSnd:'''&lt;br /&gt;
**Defines the sound played when the thruster is continuously used&lt;br /&gt;
**Syntax:  '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*'''+StopSnd:'''&lt;br /&gt;
**Defines the sound played when the thruster is shutting down&lt;br /&gt;
**Syntax:  '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: '''''Filename'''''}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*'''$Radar Color Image 2D:'''&lt;br /&gt;
**Defines the color bitmap used to represent the ship on the radar screen.&lt;br /&gt;
**Syntax: '''''Filename'''''}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*'''$Radar Image Size:'''&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: '''''Integer'''''&lt;br /&gt;
*'''$3D Radar Blip Size Multiplier:'''&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Glowpoint overrides:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Creates a point that casts light onto ships and objects with the source being a glowpoint defined in the model file.&lt;br /&gt;
*Syntax: '''''( &amp;quot;String:Integer&amp;quot; )'''''&lt;br /&gt;
*String refers to name in [[glowpoints.tbl]]&lt;br /&gt;
*Essentially, [Name_of_glowpoint_override_in_glowpoints.tbl]:[Bank_in_POF]. If there is no override entry then the game will not generate a light. If you have multiple banks that use the same override, use a comma if they are not in order (2,4,7) and use a dash if they are in order (3-5 yields 3, 4, and 5).&lt;br /&gt;
**Example: '''$Glowpoint overrides: ( &amp;quot;teal_glow_10:1&amp;quot; &amp;quot;red_glow:2,3&amp;quot; &amp;quot;white_glow_10:4&amp;quot; &amp;quot;red_glow_10:5&amp;quot; &amp;quot;green_glow_10:6&amp;quot;)'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*'''+Seen By:'''&lt;br /&gt;
**Defines the IFF actually viewing the object (most often 'Friendly')&lt;br /&gt;
**Syntax: '''''String''''', name of an IFF class.&lt;br /&gt;
*'''+When IFF Is:'''&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: '''''String''''', name of an IFF class.&lt;br /&gt;
*'''+As Color:'''&lt;br /&gt;
**Defines the new color of the ship's targeting brackets and radar blip&lt;br /&gt;
**Syntax: '''''Integer list''''', red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: '''''String list''''', names of the targeting groups&lt;br /&gt;
*'''+Override'''&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier:&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Damage Draw Limit:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
**Example: '''10''', sets the limit to 10%}}&lt;br /&gt;
&lt;br /&gt;
===$Path Metadata:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows definition of extra metadata&lt;br /&gt;
*Syntax: '''''String''''', name of the path as defined in the ship POF file.&lt;br /&gt;
**Example: '''$Path Metadata: $Bay01'''&lt;br /&gt;
====+departure rvec:====&lt;br /&gt;
When using this path to depart via fighterbay, the departing ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to depart via fighterbay.&lt;br /&gt;
====+arrive speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships arriving from a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_arrive_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
}}&lt;br /&gt;
====+depart speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships departing to a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_depart_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Subsystem&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;===&lt;br /&gt;
:''Main article: [[Subsystem]]''&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible for the player to fly the ship&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one '''ship type''' flag per table entry&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;support&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
*Only one such vessel can be defined per species&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
*By default, the ship's subsystems are scannable (this can be overridden by mission designers)&lt;br /&gt;
*The ship will warp out without ramping up to warpout speed&lt;br /&gt;
*When using the &amp;quot;Knossos&amp;quot; warpout, this ship will aim for the center of the portal&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;super cap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
*The following things are true for all ships with this flag:&lt;br /&gt;
**When hit by debris, damage dealt by the collision is capped to between 10 and 20% of the ship's health maximum (determined randomly for each collision)&lt;br /&gt;
**All damage dealt by weapons without the corresponding supercap flag from weapons.tbl will be reduced by 75%&lt;br /&gt;
**In addition, once the ship is at or below 75% health, damage from non-supercap weapons is completely negated&lt;br /&gt;
**Do note that shockwave damage, regardless of origin, is not subject to these rules unless the &amp;quot;$Weapon shockwave damage respects huge ship flags:&amp;quot; setting in game_settings.tbl is set to true&lt;br /&gt;
**Ship subsystems are scannable by default (can be overridden by mission designers)&lt;br /&gt;
**The ship does not need to ramp up to warpout speed before entering subspace&lt;br /&gt;
**When using the &amp;quot;Knossos&amp;quot; warpout, the ship will aim for a departure point at the center of the Knossos portal&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;escape pod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot;====&lt;br /&gt;
*Alternate name for the &amp;quot;Knossos device&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does ???&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collideable (For example, a hangar entrace)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in FRED.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed, game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player's ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Creates a HUD icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables ship to use the firing points' normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pain flash&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Prevents pain flash from being shown when ship is hit}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dynamic primary linking&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Allows this ship use the primary firepoint cycling code.  With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis.  So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no ets&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
Sets ship class to have no ETS}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lighting&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Ship will not receive lighting calculations}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;auto spread shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Causes the ship's shield mesh (if any) to be ignored and a shield of a given thickness to be automatically projected around the ship's hull. Weapons will impact the ship's shields at a distance equal to the shield thickness defined in [[Ships.tbl#.2BAuto_Spread:|#.2BAuto_Spread:]], but not before the weapon itself has travelled at least a distance equal to that. Note that impact effects normally projected onto the shield mesh will not work.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;model point shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Instead of the standard 4 shield quadrants, the ship uses an arbitrary number of shield sections which must have been defined in the model file, see [[Model Point Shields]]. If used on a player ship, you must also define [[Ships.tbl#.24Model_Point_Shield_Controls:|#.24Model_Point_Shield_Controls:]] to allow the shield augmentation controls to be used.}}&lt;br /&gt;
&lt;br /&gt;
==Wing Formations==&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Provides a unique name for the formation, followed by the list of positions occupied by each member of the wing relative to their leader. The leader is always at 0,0,0 and is omitted, so the first position is the second in the wing, and second is the third in the wing, etc. Each formation must contain all 5 positions.&lt;br /&gt;
*NOTE: FSO automatically scales these these positions by the ship's size, so the table values will be very small. You can see the retail formation's values below for reference.&lt;br /&gt;
*Syntax: (a list of 5 '''''Vectors'''''), each has three '''floats''', x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Wing Formations&lt;br /&gt;
&lt;br /&gt;
$Name: Default&lt;br /&gt;
((-0.39, 0.20, -0.59)&lt;br /&gt;
 ( 0.39, 0.20, -0.59)&lt;br /&gt;
 (-0.78, 0.39, -1.18) &lt;br /&gt;
 ( 0.00, 0.39, -1.18)&lt;br /&gt;
 ( 0.78, 0.39, -1.18)) &lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( '''''&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;''''')&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF File:                   fighter01.pof&lt;br /&gt;
$Detail Distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show Damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation Time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward Accel:              2.0&lt;br /&gt;
$Forward Decel:              1.5&lt;br /&gt;
$Slide Accel:                0.0&lt;br /&gt;
$Slide Decel:                0.0&lt;br /&gt;
$Expl Inner Rad:             25.0&lt;br /&gt;
$Expl Outer Rad:             55.0&lt;br /&gt;
$Expl Damage:                15.0&lt;br /&gt;
$Expl Blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan Time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_Pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_Zoom:               0.5&lt;br /&gt;
$Shield_Icon:                shield-f01&lt;br /&gt;
$Ship_Icon:                  iconfighter01&lt;br /&gt;
$Ship_Anim:                  ssfighter01&lt;br /&gt;
$Ship_Overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Game_settings.tbl&amp;diff=58993</id>
		<title>Game settings.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Game_settings.tbl&amp;diff=58993"/>
		<updated>2019-12-22T04:35:42Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: Adding some missing settings.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersionGit|2019-12-18|58992cf}}&lt;br /&gt;
&lt;br /&gt;
The '''game_settings.tbl''', also known as mod.tbl, defines options that can be changed globally.  All settings are optional.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-mod.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==#GAME SETTINGS==&lt;br /&gt;
Contains settings that affect how the engine works.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Version:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Specifies the minimum version of FreeSpace Open that this mod supports. If the version specified here is greater than the version of the current build, an error message is displayed.&lt;br /&gt;
}}&lt;br /&gt;
{{Table381|&lt;br /&gt;
The $Minimum version option has been renamed to $Target Version. The old name is kept with the same functionality for backwards-compatibility.&lt;br /&gt;
&lt;br /&gt;
The target version specifies what version of the FSO engine this mod was created for. It will be used by the engine to enable or disable backwards-incompatible changes by default. The default value is 2.0 which specifies that the mod targets the retail engine version.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Major:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the major component of the target version.&lt;br /&gt;
*Syntax: '''''Integer'''''&lt;br /&gt;
*Example: '''''3''''' (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Minor:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the minor component of the target version.&lt;br /&gt;
*Syntax: '''''Integer'''''&lt;br /&gt;
*Example: '''''7''''' (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Build:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the build component of the target version.&lt;br /&gt;
*Syntax: '''''Integer'''''&lt;br /&gt;
*Example: '''''3''''' (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Revision:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Sets the revision component of the target version. If no revision is given then all builds of that release are supported (even nightly builds if there are any).&lt;br /&gt;
For nightly builds this is the date in YYYYMMDD format.&lt;br /&gt;
*Syntax: '''''Integer'''''&lt;br /&gt;
*Example: '''''20151121''''' (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Window title:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Specifies the name of the FSO window when this mod is running. If blank or unspecified, the window will have the default title of &amp;quot;FreeSpace 2&amp;quot;.&lt;br /&gt;
*Syntax: '''''String'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Window icon:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Specifies the icon filename of the FSO window when this mod is running. If blank or unspecified, the window will have the default icon.&lt;br /&gt;
*Syntax: '''''String'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unicode mode:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Enabled the Unicode text mode for this mod. In Unicode mode all text is assumed to be UTF-8 encoded Unicode and certain features are disabled if they do not have full Unicode support. Most notably, if this is enabled then the engine will no longer support the old bitmap fonts that were used by Retail FreeSpace. Only the newer TrueType fonts will be supported.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#CAMPAIGN SETTINGS==&lt;br /&gt;
This group contains various Campaign related settings and overrides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Campaign File Name:===&lt;br /&gt;
Defines which campaign will be selected by default for new pilots. A file extension is not needed and, if present, is removed by the code.&lt;br /&gt;
*Syntax: '''''String'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===#Ignored Campaign File Names===&lt;br /&gt;
Defines which campaigns, if present, will not appear in the Campaign Room. In the original implementation, only single-player campaigns could be ignored and file extensions were required, but see below.&lt;br /&gt;
{{Table371|As of 3.7.1, file extensions are not required and, if present, are removed by the code.}}&lt;br /&gt;
{{Table382|As of 3.8.2, file name comparisons are not case sensitive and multiplayer campaigns can be ignored.}}&lt;br /&gt;
====$Campaign File Name:====&lt;br /&gt;
File name of the campaign to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: '''''String'''''&lt;br /&gt;
&lt;br /&gt;
===#Ignored Mission File Names===&lt;br /&gt;
{{Table382|Defines which standalone missions, if present, will not appear in the Tech Room or Multiplayer Lobby.  Both single-player and multiplayer missions can be ignored, but missions which appear in a campaign cannot.  File extensions are not required and, if present, are removed by the code.  File name comparisons are not case sensitive.&lt;br /&gt;
====$Mission File Name:====&lt;br /&gt;
File name of the mission to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: '''''String'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Red-alert applies to delayed ships:===&lt;br /&gt;
{{Table372|Controls whether red-alert saved statistics (hitpoints, weapons, subsystem strengths) will be restored for ships that are not present at mission start.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#HUD SETTINGS==&lt;br /&gt;
This group contains various HUD behavior settings and overrides&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Directive Wait Time:===&lt;br /&gt;
*Defines how long the game will wait before displaying a directive.&lt;br /&gt;
*Syntax: '''''Integer'''''&lt;br /&gt;
*Values: '''''Greater than or equal to 0 ms'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cutscene camera displays HUD:===&lt;br /&gt;
Show the HUD when the cutscene camera is enabled.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Cutscene camera disables HUD: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Full color head animations:===&lt;br /&gt;
Enables full-color head ANIs. Normal head ANIs will appear in gray.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Color head animations with hud colors: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SEXP SETTINGS==&lt;br /&gt;
This group contains SEXP settings and overrides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Loop SEXPs Then Arguments:===&lt;br /&gt;
Flips how when-argument settings loop. See: [http://www.hard-light.net/forums/index.php?topic=79602.0 SEXP Argument changes via mod.tbl] &lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Alternate Chaining Behavior:===&lt;br /&gt;
When set, this allows all events in a chain to repeat, instead of only the last one.  It makes the event chaining behavior act as people expected it to be in [http://scp.indiegames.us/mantis/view.php?id=82 Mantis #82].&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#GRAPHICS SETTINGS==&lt;br /&gt;
This group contains settings related to graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable External Shaders:===&lt;br /&gt;
Enables the use of external shader files. By default, the engine will use the built-in shaders.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Detail Level:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Determines which graphics detail level preset (low, medium, high, very high) acts as the default for new pilots.&lt;br /&gt;
*Syntax: '''''Integer''''' (0-3)&lt;br /&gt;
*Default Value: '''''3''''' (very high)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Briefing Window FOV:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Determines the FOV in the briefing Icon window. Retail default for this is 0.29375, previous versions of FSO used a value of 0.5.&lt;br /&gt;
*Syntax: '''''Float''''' (0.0 to 1.0)&lt;br /&gt;
*Default Value: '''''0.29375'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Generic Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of the pain red flash when the player is hit.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default Value: '''''1.0'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of a pain flash when the player's shields are hit. Color will match the current ships shield color defined in ships.tbl. A value of 0 will give retail behavior (no shield effect). Positive values will cause the effect to start at full intensity at full shields and go to next to no intensity at zero shields. Negative values will cause no effect at full shields and full effect at no shields. Values should be kept between -1.0 and 1.0 for good pilot visibility.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default Value: '''''0.0'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$BMPMAN Slot Limit:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Determines the maximum number of textures that can be loaded simultaneously. This includes every frame of an animation, unless that animation is streaming (e.g. command briefing animations, message talking heads, etc). Also includes dynamically-created textures (used internally for various functions).&lt;br /&gt;
*Syntax: '''''Int'''''&lt;br /&gt;
*Values: '''''Greater than or equal to 3500'''''&lt;br /&gt;
*Default Value: '''''4750'''''}}&lt;br /&gt;
&lt;br /&gt;
===$EMP Arc Color:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Allows custom RGB color values to be set for the EMP lightning arc effect. &lt;br /&gt;
*'''+Primary Color Option 1:'''&lt;br /&gt;
**The RGB color of the first primary color for the EMP lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: '''''Color''''', (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 5)&lt;br /&gt;
*'''+Primary Color Option 2:'''&lt;br /&gt;
**The RGB color of the second primary color for the EMP lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: '''''Color''''', (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (128, 128, 10)&lt;br /&gt;
*'''+Secondary Color Option 1:'''&lt;br /&gt;
**The RGB color of the secondary color for the EMP lightning arc effect.&lt;br /&gt;
**Syntax: '''''Color''''', (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (255, 255, 10)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Arc Color:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Allows custom RGB color values to be set for the damage lightning arc effect. &lt;br /&gt;
*'''+Primary Color Option 1:'''&lt;br /&gt;
**The RGB color of the first primary color for the damage lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: '''''Color''''', (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 255)&lt;br /&gt;
*'''+Primary Color Option 2:'''&lt;br /&gt;
**The RGB color of the second primary color for the damage lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: '''''Color''''', (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (128, 128, 255)&lt;br /&gt;
*'''+Secondary Color Option 1:'''&lt;br /&gt;
**The RGB color of the secondary color for the damage lightning arc effect.&lt;br /&gt;
**Syntax: '''''Color''''', (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 5)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#NETWORK SETTINGS==&lt;br /&gt;
This group contains network-related settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FS2NetD port:===&lt;br /&gt;
*(description required)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SOUND SETTINGS==&lt;br /&gt;
This group contains sound-related settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Sound Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default sound fx volume for new pilots.&lt;br /&gt;
*Syntax: '''''Float''''', between 0.0 and 1.0&lt;br /&gt;
*Default Value: '''''1.0'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Music Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default music volume for new pilots.&lt;br /&gt;
*Syntax: '''''Float''''', between 0.0 and 1.0&lt;br /&gt;
*Default Value: '''''0.5'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Voice Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default voice volume for new pilots.&lt;br /&gt;
*Syntax: '''''Float''''', between 0.0 and 1.0&lt;br /&gt;
*Default Value: '''''0.7'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#FRED SETTINGS==&lt;br /&gt;
This group contains settings for FRED. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable Hard Coded Message Head Ani Files:===&lt;br /&gt;
{{table371|&lt;br /&gt;
If set, FRED will not fill the head ani selection in the Event Editor with the retail head ani filenames.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable scripting in FRED:===&lt;br /&gt;
{{table382|&lt;br /&gt;
If set, scripting will be enabled in FRED. Use with extreme caution. The effects of scripts on FRED have not been fully tested. You can check if a script is running in FRED by using ba.inMissionEditor().&lt;br /&gt;
*Default Value: '''''NO'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#OTHER SETTINGS==&lt;br /&gt;
This group contains miscellaneous settings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Turret Collisions:===&lt;br /&gt;
Makes all hits to a turret's barrels count as hits to the turret subsystem. By default, this does not happen unless the point of impact falls inside the model radius of the turret's base.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Impacted Subsystem First:===&lt;br /&gt;
If set, a hit to a physical subsystem will always deal damage to that subsystem first, even if another subsystem is closer to the point of impact. By default, the closest subsystem will always receive damage first.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default ship select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*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.&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default weapon select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the -weapon_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapons inherit parent collision group:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set to true, Weapons fired by a ship will inherit their parents' collision group setting.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flight controls follow eyepoint orientation:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that if the player ship's eyepoint happens to rotate into a non-standard orientation, pitch and yaw axes should stay relative to the eyepoint orientation, not the ship. Note that this does not affect the pitch/yaw turning speed, which always remains relative to the ship.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beams Use Damage Factors:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that beam weapons will use the tabled damage factors for Armour, Shields and Subsystems. Default is false (i.e. all factors are treated as 1.0)&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default fiction viewer UI:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies which fiction viewer layout to use in missions that don't specify one. Possible values are as follows:&lt;br /&gt;
**&amp;quot;FS2&amp;quot;: Standard layout. Requires (2_)fictionviewer and (2_)fictionviewer-m to be present in data\interface.&lt;br /&gt;
**&amp;quot;WCS&amp;quot;: Moves the &amp;quot;Accept&amp;quot; button to the lower-left corner of the screen. Requires (2_)fictionviewerb and (2_)fictionviewer-mb to be present in data\interface.&lt;br /&gt;
**&amp;quot;auto&amp;quot;: Selects &amp;quot;WCS&amp;quot; if the appropriate files are present; otherwise, selects &amp;quot;FS2&amp;quot;. This is the default setting.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Movie subtitle font:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Specifies which font should be used for displaying subtitles in the cutscene player. This should be the name given to this font in the fonts table. Since movie subtitles can contain Unicode text it is a good idea to enable Unicode mode when movie subtitles are used but this is not enforced by this option.&lt;br /&gt;
*Syntax: '''''String'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable built-in translations:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Turns off hard-coded translations, e.g. Transport -&amp;gt; Transporter in German.  All strings will either use their XSTR entry or else not be translated.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon shockwave damage respects huge ship flags:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Controls whether weapon shockwaves will respect the huge/supercap ship flags.  In retail they do not.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable external default scripts:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Enables the loading of external scripts with the same name as a built-in script. Otherwise, uses the version of the script included in the executable (currently, just cfile_require.lua).&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player warpout speed:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines the speed the player must reach to warp out.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default Value: '''''40.0'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target warpout match percent:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines how close to the warpout speed the player needs to be to actually warp out.&lt;br /&gt;
*Syntax: '''''Float''''', between 0.0 and 1.0&lt;br /&gt;
*Default Value: '''''0.05''''' (5%)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum player warpout time:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*The [[Ships.tbl#.24Warpout_Engage_Time:|default amount of time]], in seconds, warping out will take before actually starting to check whether the player is the right speed.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default Value: '''''3.0'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable in-game options:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Experimental mode whereby various settings can be modified by FSO while it's still running, rather than being set by the launcher before execution. Requires custom assets for the in-game options menu to actually be able to change the settings.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Shockwave Default Multiplier:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Amount of damage, as a multiple of normal shockwave damage, assigned to a weapon's [[Weapons.tbl#.24Dinky shockwave:|dinky shockwave]] by default. To get the same behavior FSO had from 2005-2019, set this to 0.25.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default Value: '''''1.0'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#END==&lt;br /&gt;
Required. The last line of the table must be #END&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
&lt;br /&gt;
    #CAMPAIGN SETTINGS&lt;br /&gt;
    $Default Campaign File Name: NewCampaignFile&lt;br /&gt;
    &lt;br /&gt;
    #Ignored Campaign File Names&lt;br /&gt;
    $Campaign File Name: FreeSpace2.fc2&lt;br /&gt;
    &lt;br /&gt;
    #HUD SETTINGS&lt;br /&gt;
    $Directive Wait Time: 5000&lt;br /&gt;
    &lt;br /&gt;
    #SEXP SETTINGS&lt;br /&gt;
    $Loop SEXPs Then Arguments: True&lt;br /&gt;
    &lt;br /&gt;
    #OTHER SETTINGS&lt;br /&gt;
    $Fix Turret Collisions: True&lt;br /&gt;
    &lt;br /&gt;
    #END&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Ships.tbl&amp;diff=58992</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Ships.tbl&amp;diff=58992"/>
		<updated>2019-12-22T04:35:07Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: /* $Warpout Engage Time: */ Link to &amp;quot;$Minimum player warpout time:&amp;quot; in Game_settings.tbl, since it's where that default can be changed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2019-05-07 UTC|5f5616c0f}}&lt;br /&gt;
&lt;br /&gt;
The '''ships.tbl''' defines all the ship classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-shp.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''Default Player Ship'''&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''Engine Wash Info'''&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''Ship Templates'''&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''Ship Classes'''&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
:*'''$Player Ship Precedence'''&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: ''Name'', name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named 'default'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: '''''String'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: '''''Float''''', degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*This setting does nothing&lt;br /&gt;
*Syntax: '''''Float''''', blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Warning|&lt;br /&gt;
The ship templates feature has always caused crashes and memory issues. As of 2014/07/24, it has been removed from the codebase.}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: '''''String''''', name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: '''''String''''', name}}&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: '''#''' and '''@'''&lt;br /&gt;
**'''#'''. It's used in the middle of the name and cannot be the first character in the $Name: string. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort FreeSpace 1: The '''SF Dragon#weakened''' ship, used in [[Enter the Dragon]], appears to the player just as any other '''SF Dragon'''.&lt;br /&gt;
**'''@'''. It's used before the proper ship name. It is fully ignored by the game. Moreover, '''@WhateverShip''' and '''WhateverShip''' are exactly the same name and therefore they both appear as '''WhateverShip''' inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by '''@'''.&lt;br /&gt;
*Syntax: '''''String''''', name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: '''''String''''', name of the template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Alternative $Name: for the ship.&lt;br /&gt;
*Syntax: '''''String''''', Alternate $Name:}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: '''''String''''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''String''''', name of the species&lt;br /&gt;
**Example: ''Terran''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;'''''String'''''&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;'''''String'''''&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;'''''String'''''&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;'''''String'''''&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;'''''String'''''&amp;quot;, integer)&lt;br /&gt;
*Requires '''$end_multi_text''' after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines name of the ship as displayed in the tech room&lt;br /&gt;
*Syntax: '''''String'''''}}&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;'''''String'''''&amp;quot;, integer)&lt;br /&gt;
*Requires '''$end_multi_text''' after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;'''''String'''''&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;'''''String'''''&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;'''''String'''''&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -ship_choice_3d commandline flag is enabled or no ani can be found for the selected ship.&lt;br /&gt;
*Syntax: String, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename}}&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Display:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines a rectangle surface on a cockpit texture that can be updated dynamically. Multiple displays can be defined, but only one needs to be defined for each texture on the cockpit model.&lt;br /&gt;
*'''+Texture:'''&lt;br /&gt;
*The filename of the cockpit texture to be replaced.&lt;br /&gt;
*Syntax: '''''String''''', texture filename&lt;br /&gt;
*'''+Offsets:'''&lt;br /&gt;
* (Optional) The offsets of the rectangle surface into the texture that will be drawn into.&lt;br /&gt;
*Syntax: '''''Vector''''', two '''integers'''&lt;br /&gt;
*'''+Size:'''&lt;br /&gt;
* The size of the rectangle surface that will be drawn into.&lt;br /&gt;
*Syntax: '''''Vector''''', two '''integers'''&lt;br /&gt;
*'''+Background:'''&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the background of this display.&lt;br /&gt;
*Syntax: '''''String''''', texture filename&lt;br /&gt;
*'''+Foreground:'''&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the foreground of this display.&lt;br /&gt;
*Syntax: '''''String''''', texture filename&lt;br /&gt;
*'''+Display Name:'''&lt;br /&gt;
* A name to be used as a reference handle.&lt;br /&gt;
*Syntax: '''''String'''''}}&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename&lt;br /&gt;
&lt;br /&gt;
===$POF file Techroom:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder; used only in the weapon loadout screen&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''+old:'''&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''+new:'''&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target File:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: '''''Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers default to (from left to right): 1/8, 1/4, 1, 4, and 8, and may be overridden by the [[Ai_profiles.tbl#$Detail Distance Multiplier:|$Detail Distance Multiplier]]&lt;br /&gt;
*Syntax: '''''(Detail Distances)''''' , list of '''integers''' (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: ''(0, 80, 300, 900)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision LOD:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines an alternative LOD (Level-Of-Detail) to use for collision detection. Using this can increase performance without visible drawbacks if the LOD chosen has much simpler geometry but the shape still closely matches the base model.&lt;br /&gt;
*This works as follows: collision detection proceeds normally through the various model/submodel radius and bounding box checks based on LOD0, but when the game decides to perform a mesh-based collision check of a given submodel, it will use the submodel's LOD mesh instead. However, all submodels do not need to have a counterpart in the given LOD; if one is not found, the closest alternative will automatically be used instead.&lt;br /&gt;
*For example, if ''$Collision LOD: 3'' is used and the submodel engine01a is checked for a hit, the game will attempt to use the mesh of engine01d instead. However, if there is no engine01d submodel, the game will find the closest alternative: it'll look for engine01c, then engine01b, and finally fall back to engine01a. Note the implications of for example the root LOD submodel (detaild, detail3, etc) including the geometry of subsystem submodels; if detail0 is checked for a collision before engine01a, and detail3 includes the engine geometry (as opposed to having it in engine01d), then the subsystem engine01a cannot be hit.&lt;br /&gt;
**Syntax: '''''Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: ''42, 42, 224''&lt;br /&gt;
&lt;br /&gt;
===$Enable Team Colors:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Enables Team Colors for a ship without setting a default color setting.&lt;br /&gt;
*Syntax: '''''Boolean'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Default Team:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Specifies the default team name to be used for coloring a ship.&lt;br /&gt;
*None is will set the default to 'no coloring'.&lt;br /&gt;
*Syntax: '''''String''''', name of the teams as defined in [[colors.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.&lt;br /&gt;
*Syntax: '''''Boolean''''', yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Lightning Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Changes the damage lightning effect shown on highly damaged ships. &lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**''None''&lt;br /&gt;
**''Default''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''+Damage Type:'''&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below&lt;br /&gt;
*'''+Max particles:'''&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: '''''Integer'''''&lt;br /&gt;
**Default Value: 30}}{{Table3613|&lt;br /&gt;
*'''+Min particles:'''&lt;br /&gt;
**Defines the minimum number of particles spewed&lt;br /&gt;
**Syntax: '''''Integer'''''&lt;br /&gt;
**Default Value: 25&lt;br /&gt;
*'''+Max Radius:'''&lt;br /&gt;
**Defines the maximum radius of particles&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
**Default Value: 0.5f&lt;br /&gt;
*'''+Min Radius:'''&lt;br /&gt;
**Defines the minimum radius of particles&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
**Default Value: 0.2f&lt;br /&gt;
*'''+Max Lifetime:'''&lt;br /&gt;
**Defines the maximum lifetime of particles&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
**Default Value: 0.55f&lt;br /&gt;
*'''+Min Lifetime:'''&lt;br /&gt;
**Defines the minimum lifetime of particles&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
**Default Value: 0.05f&lt;br /&gt;
*'''+Max Velocity:'''&lt;br /&gt;
**Defines the maximum velocity of particles&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
**Default Value: 12.0f&lt;br /&gt;
*'''+Min Velocity:'''&lt;br /&gt;
**Defines the minimum velocity of particles&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
**Default Value: 2.0f&lt;br /&gt;
*'''+Normal Variance:'''&lt;br /&gt;
**Defines the variance of particle direction from the normal&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
**Default Value: 1.0f}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the 'smoke' released on weapon impact point&lt;br /&gt;
*Certain default values (marked with '''X''') gain a specific multiplier based on ship radius&lt;br /&gt;
::If the radius is less than 20 the multiplier is 1&lt;br /&gt;
::If the radius is larger than 40 the multipler is 1.2&lt;br /&gt;
::Otherwise it is between 1 and 1.2&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''+Max Particles:'''&lt;br /&gt;
**Default Value: 50 * '''X'''}}{{Table3613|&lt;br /&gt;
*'''+Min Particles:'''&lt;br /&gt;
**Default Value: 20 * '''X'''&lt;br /&gt;
*'''+Max Radius:'''&lt;br /&gt;
**Default Value: 1.3 &lt;br /&gt;
*'''+Min Radius:'''&lt;br /&gt;
**Default Value: 0.7&lt;br /&gt;
*'''+Max Lifetime:'''&lt;br /&gt;
**Default Value: 1.5 * '''X'''&lt;br /&gt;
*'''+Min Lifetime:'''&lt;br /&gt;
**Default Value: 0.7 * '''X'''&lt;br /&gt;
*'''+Max Velocity:'''&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*'''+Min Velocity:'''&lt;br /&gt;
**Default Value: 3.0&lt;br /&gt;
*'''+Normal Variance:'''&lt;br /&gt;
**Default Value: 0.2 * '''X'''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision Physics:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Parameters affecting collision physics, including landings.&lt;br /&gt;
*&amp;quot;Landing&amp;quot; means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. &amp;quot;Reorient&amp;quot; thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. &lt;br /&gt;
&lt;br /&gt;
====+Bounce:====&lt;br /&gt;
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Both Small Bounce:====&lt;br /&gt;
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Friction:====&lt;br /&gt;
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.&lt;br /&gt;
====+Rotation Factor:====&lt;br /&gt;
Affects the rotational energy of collisions. Default is 0.2.&lt;br /&gt;
====+Landing Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still be considered a landing. &lt;br /&gt;
====+Landing Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity the ship can land at.&lt;br /&gt;
====+Landing Max Angle:====&lt;br /&gt;
Maximum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Min Angle:====&lt;br /&gt;
Minimum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. &lt;br /&gt;
====+Reorient Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still reorient. &lt;br /&gt;
====+Reorient Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity for reorienting.&lt;br /&gt;
====+Reorient Max Angle:====&lt;br /&gt;
Maximum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Min Angle:====&lt;br /&gt;
Minimum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.&lt;br /&gt;
====+Reorient Speed Mult:====&lt;br /&gt;
How quickly the reorientation takes place (when applicable)&lt;br /&gt;
====+Landing Rest Angle:====&lt;br /&gt;
Angle of the ship's nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. &lt;br /&gt;
====+Landing Sound:====&lt;br /&gt;
Sound to play when landing (if it's not a landing, normal collision sound is used).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''+Min Lifetime:'''&lt;br /&gt;
**Defines the minimum lifetime of the debris (Default value is a random number)&lt;br /&gt;
**Syntax: '''''Float,''' Seconds&lt;br /&gt;
*'''+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: '''''Float,''' Seconds&lt;br /&gt;
*'''+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: '''''Float,''' Meters/second&lt;br /&gt;
*'''+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: '''''Float,''' Meters/second&lt;br /&gt;
*'''+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)&lt;br /&gt;
**Syntax: '''''Float,''' Radians/second&lt;br /&gt;
*'''+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: '''''Float,''' Radians/second&lt;br /&gt;
*'''+Damage Type:'''&lt;br /&gt;
**Defines the damage type of the debris&lt;br /&gt;
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*'''+Min Hitpoints:'''&lt;br /&gt;
**Defines the minimum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Max Hitpoints:'''&lt;br /&gt;
**Defines the maximum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Damage Multiplier:'''&lt;br /&gt;
**Defines the collision damage multiplier for collisions against the generated debris pieces&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Lightning Arc Percent:'''&lt;br /&gt;
**Controls what percent of debris pieces will have the damage lightning effect applied to them.&lt;br /&gt;
**Defaults to 50%.&lt;br /&gt;
**Syntax: '''''Float,''' 0-100}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*This defines how hard you hit something. If you set it very high, a collision will the lower density ship and not yours; the higher the numbers are, the harder they will hit and the farther they will be pushed. However, this doesn't apply to asteroids. When a high density fighter collides with an asteroid, the high-density fighter will receive damage, but it will also destroy the asteroid. Setting a density of 1000 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid. A low-density fighter will not have any effect on an asteroid, but if the fighter destroys the asteroid, the fighter will fly far away.&lt;br /&gt;
*Syntax: '''''Float''''', usually 1. Must not be 0.&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Sets the natural period (1 / omega) of the dampening effects on top of the acceleration model. (See [[Ships.tbl#$Forward Accel:|$Forward Accel:]])&lt;br /&gt;
*In essence, affects how quickly you will accel/decel to your target velocity. Higher damp means slower acceleration and deceleration, while lower values (down to 0.0001) means faster acceleration/deceleration.&lt;br /&gt;
**Specifying a value of 0.0 means there is no damping placed on top of the acceleration model, which is the most responsiveness you'll get.&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Shares the same principles of [[Ships.tbl#$Damp:|$Damp]], but is applied to rotations directly. (there isn't a engine/thrust acceleration model for rotations)&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*The x and y velocities are considered slide veocities&lt;br /&gt;
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: ''0.0, 0.0, 80.0''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Minimum Velocity:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines minimum velocities on x (left/right), y (up/down), and z (forward) -axis (respectively). This affects the player only, the AI ignores the value. &lt;br /&gt;
*The x and y velocities are considered slide velocities, the minimums for them are '''not currently implemented'''.&lt;br /&gt;
*When gliding, if the absolute speed vector of the players ship falls below the minimum then the ships engines will re-engage and cannot be switched off again until the ships absolute vector exceeds the z-minimum.&lt;br /&gt;
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: ''0.0, 0.0, 40.0''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is &amp;quot;pitch,&amp;quot; y-axis is &amp;quot;yaw,&amp;quot; and z-axis is &amp;quot;roll.&amp;quot;&lt;br /&gt;
*Syntax: '''''Vector''''', three '''floats''', seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: ''3.0, 2.6, 5.0''&lt;br /&gt;
**Note: Setting to Zero will cause the model to disappear in mission.&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: '''''Float''''', meters per second&lt;br /&gt;
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% of the maximum forward (z) velocity&lt;br /&gt;
** We use 63.21% instead of 100% because FSO's acceleration/velocity model is based on a simplistic exponential function, rather than the more complex models seen for prop-driven, jet-driven, or rocket-driven craft.&lt;br /&gt;
** The equation is a derivative of v = 1 - e^(-t / T), where T is what we define in the ship.tbl&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum forward (z) velocity to full stop&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% maximum slide velocity&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Number of seconds needed from 63.21% maximum slide velocity to full stop&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship's attitude/facing without changing its current movement direction and speed.&lt;br /&gt;
*Syntax: '''''Boolean''''', yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: '''''Boolean'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode. If &amp;gt; 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: '''''Boolean'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: '''''Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence&lt;br /&gt;
{{Note|If none of the following optional strings are added, the weapon will not converge. Don't forget to use them.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*'''+Minimum Distance:'''&lt;br /&gt;
**Defines the minimum distance for the convergence.  Overrides the setting for $Autoaim FOV's minimum distance.}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*'''+Distance:'''&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*''Default''&lt;br /&gt;
:*''BTRL'' or ''Galactica''&lt;br /&gt;
:*''Homeworld''&lt;br /&gt;
:*''Hyperspace''}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*''Knossos''&lt;br /&gt;
:*''Babylon5''}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: '''''String'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in effect&lt;br /&gt;
*Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for '''default''' warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for '''BTRL''' type warpin effects&lt;br /&gt;
*Syntax: '''''Float''''', meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Decel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the '''hyperspace''' warpin effect.&lt;br /&gt;
*Defines an exponent for the deceleration curve at the end of the warpin. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual deceleration.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used for the Homeworld warpin effect. Has no effect for other warpin types.&lt;br /&gt;
*Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*''Default''&lt;br /&gt;
:*''BTRL'' or ''Galactica''&lt;br /&gt;
:*''Homeworld''&lt;br /&gt;
:*''Hyperspace''}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*''Knossos''&lt;br /&gt;
:*''Babylon5''}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: '''''String'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out effect&lt;br /&gt;
*Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Engage Time:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the delay the it takes for the warp drive of the ship to engage, during which the player may still abort the warpout. Affects both the player as well as AI ships. If not defined, [[Game_settings.tbl#.24Minimum player warpout time:|defaults to]] 3 seconds for the player and none for the AI.&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for '''default''' warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for '''BTRL''' type warpout effects}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Sets the minimum speed required for the ship to warp out for '''hyperspace''' type warpout effects}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: '''''Float''''', meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Accel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the '''hyperspace''' warpin effect.&lt;br /&gt;
*Defines an exponent for the acceleration curve at the start of the warpout. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual acceleration.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Inner Rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Outer Rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: '''''Float''''', damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Blast:===&lt;br /&gt;
*The intensity of the blast effect when you're within the outer radius&lt;br /&gt;
*Syntax: '''''Float''''', blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: '''''Boolean''''', yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Propagating Expl Radius Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This sets the multiplier for the ship splitting propagating explosions&lt;br /&gt;
*Syntax: '''''Float''''', defaults to 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base Death-Roll Time:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the base death-roll time&lt;br /&gt;
*Values is modified depending on conditions when the ship died&lt;br /&gt;
*Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
**Default: 3000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the radius of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Intensity Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the amount of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier applied to the ship death explosions&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Count:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the number of explosion effect game uses when a large ship dies&lt;br /&gt;
*Syntax: '''''Integer'''''&lt;br /&gt;
**Default: 6}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll X rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on X-axis (pitch) rotation during the ships deathroll. The value is radians per second. The current hard-coded minimum is 0.8. Note the code generally won't use this value for ships with radius &amp;gt; 150 (hard-coded). &lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Y rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Y-axis (yaw) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Z rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Z-axis (roll) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on every explosion event which happens when ship is splitting apart&lt;br /&gt;
*The old 'popcorn' effect&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*'''+Max Particles:'''&lt;br /&gt;
**Default Value: 80&lt;br /&gt;
*'''+Min Particles:'''&lt;br /&gt;
**Default Value: 40&lt;br /&gt;
*'''+Max Radius:'''&lt;br /&gt;
**Default Value: Ship radius * 0.015&lt;br /&gt;
*'''+Min Radius:'''&lt;br /&gt;
**Default Value: Ship radius * 0.005&lt;br /&gt;
*'''+Max Lifetime:'''&lt;br /&gt;
**Default Value: 6.0 * (1 + 0.002 * Ship radius)&lt;br /&gt;
*'''+Min Lifetime:'''&lt;br /&gt;
**Default Value: 0.5 * (1 + 0.002 * Ship radius) &lt;br /&gt;
*'''+Max Velocity:'''&lt;br /&gt;
**Default Value: Speed of the propagating explosion&lt;br /&gt;
*'''+Min Velocity:'''&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*'''+Normal Variance:'''&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used the final explosion of this ship type,&lt;br /&gt;
*Syntax: '''String''', the particle effect name&lt;br /&gt;
*If this option is specified then ''$Ship Death Particles'' is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on the moment 'non-knossos' type object dies&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*'''+Max Particles:'''&lt;br /&gt;
**Default Value: 100&lt;br /&gt;
*'''+Min Particles:'''&lt;br /&gt;
**Default Value: 50&lt;br /&gt;
*'''+Max Radius:'''&lt;br /&gt;
**Default Value: 1.5&lt;br /&gt;
*'''+Min Radius:'''&lt;br /&gt;
**Default Value: 0.1&lt;br /&gt;
*'''+Max Lifetime:'''&lt;br /&gt;
**Default Value: 4.0&lt;br /&gt;
*'''+Min Lifetime:'''&lt;br /&gt;
**Default Value: 0.5&lt;br /&gt;
*'''+Max Velocity:'''&lt;br /&gt;
**Default Value: 20.0&lt;br /&gt;
*'''+Min Velocity:'''&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*'''+Normal Variance:'''&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released when 'knossos' type object is dying&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*'''+Max Particles:'''&lt;br /&gt;
**Default Value: 30&lt;br /&gt;
*'''+Min Particles:'''&lt;br /&gt;
**Default Value: 15&lt;br /&gt;
*'''+Max Radius:'''&lt;br /&gt;
**Default Value: 100.0&lt;br /&gt;
*'''+Min Radius:'''&lt;br /&gt;
**Default Value: 30.0&lt;br /&gt;
*'''+Max Lifetime:'''&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*'''+Min Lifetime:'''&lt;br /&gt;
**Default Value: 2.0&lt;br /&gt;
*'''+Max Velocity:'''&lt;br /&gt;
**Default Value: 350.0&lt;br /&gt;
*'''+Min Velocity:'''&lt;br /&gt;
**Default Value: 50.0&lt;br /&gt;
*'''+Normal Variance:'''&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. &lt;br /&gt;
*Syntax: '''''Float''''', percent chance of vaporization, 0 to 100}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''REQUIRES ADDITIONAL TABLE'''. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: '''''Float''''', meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: '''''Integer'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship's 3D shockwave&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: '''''Integer list'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
**Default: ''200''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )''''', names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )''''', names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.&lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )''''', names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.&lt;br /&gt;
*Syntax: '''''( Integer, Integer )'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: '''''( Boolean Boolean )''''', yes or no&lt;br /&gt;
**Example: ''( YES YES )'' - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )''''', names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.&lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )''''', names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.&lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )''''', names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: '''''( Integer, Integer )'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: '''''( Boolean Boolean )'''''&lt;br /&gt;
**Example: ''(YES YES)''}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: '''''Float''''' (defaults to 1.0)&lt;br /&gt;
{{Note|It is not required to have any weapons with the &amp;quot;apply recoil&amp;quot; flag set for this to be enabled.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: '''''Float''''', total shield strength&lt;br /&gt;
&lt;br /&gt;
====+Auto Spread:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the thickness of auto spread shields. Note that the [[#.22auto_spread_shields.22|&amp;quot;auto spread shields&amp;quot;]] ship flag is also needed.&lt;br /&gt;
*Syntax: '''''Float''''', shield thickness in meters.}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Weapon Span:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines the minimum distance weapons must have traveled before impacting the shield (for example if fired close to or inside the shield). Does not affect whether the weapon bypasses shields, unless +Allow Bypass (see below) is set to ''YES''. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: '''''Float''''', defaults to the shield thickness.}}&lt;br /&gt;
&lt;br /&gt;
====+Allow Bypass:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Determines whether weapons which impact on the ship's hull (see +Minimum Weapon Span above) will bypass shields. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
**Default: ''NO''}}&lt;br /&gt;
&lt;br /&gt;
====+Spread From LOD:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Causes the auto spread shields calculations to be done based off a LOD level other than LOD0. Using a lower-poly LOD will considerably speed up the shield collision detection, while being visually indistinguishable in most cases.&lt;br /&gt;
*Syntax: '''''Integer''''', defaults to 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Point Shield Controls:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows remapping of the 4 shield augmentation keys when [[Model Point Shields]] are used. You should usually supply as many values as you have shield segments. The first value determines which augmentation key to use for the first shield segment, the second value determines which key to use for the second shield segment, and so on (the order being defined by the order of the shield points in the model file). If less than 4 values are given, &amp;quot;none&amp;quot; is assumed for the missing ones. Note that as there are only 4 augmentation keys, player ships with more than 4 shield segments would generally not be a good idea.&lt;br /&gt;
*Syntax: '''''( String list )''''', possible values &amp;quot;front&amp;quot;, &amp;quot;left&amp;quot;, &amp;quot;right&amp;quot;, &amp;quot;rear&amp;quot; and &amp;quot;none&amp;quot;&lt;br /&gt;
**Example: ''( &amp;quot;front&amp;quot; &amp;quot;rear&amp;quot; )'' for a ship with only two shield sections, front and rear; the left and right augmentation keys would be disabled.&lt;br /&gt;
**Example: ''( &amp;quot;left&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;right&amp;quot; )'' for a ship with only three shield sections, left, right and rear; the front augmentation key would be disabled.&lt;br /&gt;
**Example: ''( &amp;quot;front&amp;quot; &amp;quot;right&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;left&amp;quot; )'' for a ship with four shield sections but perhaps positioned in a non-standard way.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: ''100, 100, 255''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Impact explosion animation to trigger when this ship's shields are hit. Works identically for all shield types.&lt;br /&gt;
*Note: The size of the explosion is defined by the weapon, see [[Weapons.tbl#.24Shield_Impact_Explosion_Radius:]].&lt;br /&gt;
*Syntax: '''''String''''', filename or ''none''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Shield Recharge:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines a maximum recharge limit of shields. When used, the combined maximum shield energy is lowered, meaning that shield energy can be moved between quadrants even with shields fully charged.&lt;br /&gt;
*Syntax: '''''Float''''', multiplier ranging from 0.0 to 1.0, defaults to 1.0&lt;br /&gt;
**Example: ''$Max Shield Recharge: 0.5'' caps the combined shield energy to 50%, meaning that a ship with 4 shield quadrants will by default have 12.5% strength on all quadrants (instead of normal 25%), allowing it to for example augment one quadrant to 50% while dropping other quadrants to 0%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*Actually does *NOTHING* unless set to zero; in which case weapon/shield/burner energy regeneration is disabled. Checked via code inspection 2014/12/29&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: '''''Float''''', multiplier of total shield hitpoints recharged each second. ('''NOT A PERCENTAGE''', 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: ''0.02''&lt;br /&gt;
*Affected by ETS Shields value (1/3rd value recharged per sec at default ETS setting of '4')&lt;br /&gt;
*Affected by AI Profile Setting: $Player Shield Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===$Support Shield Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Shield repair rate when docked to a support ship&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: '''''Float''''', multiplier of total gun energy recharged each second ('''NOT A PERCENTAGE''', 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: ''0.04''&lt;br /&gt;
*Affected by ETS Guns value (1/3rd value recharged per sec at default ETS setting of '4')&lt;br /&gt;
*Affected by AI Profile Setting: $Player Weapon Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be '''$Max Overclock Speed:'''&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: '''''Float''''', meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be '''$Max Weapon Energy:'''&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: '''''Float''''', hitpoints&lt;br /&gt;
**Default: ''100''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: '''''Float''''', multiplier of hitpoints repaired per second, '''NOT A PERCENTAGE''', 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Hull Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for hull when docked to a support ship&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: ''Value'', percentage of total subsystem hitpoints repaired per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Subsystem Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for subsystems when docked to a support ship&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''REQUIRES ADDITIONAL TABLE'''. Defines armor type used for the ship&lt;br /&gt;
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*'''REQUIRES ADDITIONAL TABLE'''. Defines the armor type used for shield of the ship&lt;br /&gt;
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )''''', names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''+noreplace'''&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: '''''String''''', name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: '''''Boolean''''', yes or no&lt;br /&gt;
====+Aburn Max Vel:====&lt;br /&gt;
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
====+Aburn For accel:====&lt;br /&gt;
*Defined only for the forward acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
====+Aburn Max Reverse Vel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration, Sets the top speed for Reverse Afterburner.&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.&lt;br /&gt;
}}&lt;br /&gt;
====+Aburn Rev accel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Float''''', seconds'''''}}&lt;br /&gt;
&lt;br /&gt;
====+Aburn Fuel:====&lt;br /&gt;
*Amount of afterburner fuel the ship has&lt;br /&gt;
*Syntax: '''''Float''''', fuel&lt;br /&gt;
====+Aburn Burn Rate:====&lt;br /&gt;
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
*Syntax: '''''Float''''', fuel units per second&lt;br /&gt;
====+Aburn Rec Rate:====&lt;br /&gt;
*Rate the fuel is restored.&lt;br /&gt;
*Syntax: '''''Float''''', fuel units per second&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====$Trails:====&lt;br /&gt;
*Allows afterburner trails to be used&lt;br /&gt;
=====+Bitmap:=====&lt;br /&gt;
*Texture used to draw the afterburner trail&lt;br /&gt;
*Syntax: '''''String''''', filename&lt;br /&gt;
=====+Width:=====&lt;br /&gt;
*Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
=====+Alpha:=====&lt;br /&gt;
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
=====+Life:=====&lt;br /&gt;
*How long the trail will last&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
=====+Faded Out Sections:=====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
*Syntax: '''''Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: '''''String''''', name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: '''''Integer'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan Time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan range Normal:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan other small ships or large ship subsystems&lt;br /&gt;
*Syntax: '''''Float''''', distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scan range Capital:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan capital (&amp;amp; similar size) ships&lt;br /&gt;
*Syntax: '''''Float''''', distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Shield Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of shield damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: '''''Float''''', percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Hull Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of hull damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: '''''Float''''', percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Engine Volume:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies how to multiply the volume of the engine sound based on ship speed. When the ship is stationary, the engine volume will be multiplied by the given value, with the value approaching 1.0 as the ship speed approaches maximum.&lt;br /&gt;
*Note: Default behavior is to ramp the multiplier from 0.5 (when ship is stationary) to 1.0 (when ship is at half speed or more).&lt;br /&gt;
*Syntax: '''''Float''''', volume multiplier, usually you'll want a value between 0.0 and 1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideStartSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when entering glide mode, instead of the default throttle down sound.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideEndSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when exiting glide mode, instead of the default throttle up sound.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CockpitEngineSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for looping engine sound heard in the cockpit.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$FullThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to full power.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ZeroThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to zero power&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleUpSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when increasing throttle power by 1/3&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleDownSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when decreasing throttle power by 1/3&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the looping sound heard when the afterburner is active&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerEngageSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the sound heard when the afterburner is engaged&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the activation of the afterburner failed&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileTrackingSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player tries to acquire a lock&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player has acquired a lock&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his primary weapon&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his secondary weapon&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$TargetAcquiredSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player acquires a new target&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the primary weapon fails to fire&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the secondary weapon fails to fire&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is fired at the player&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is fired at the player&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is locked onto the player&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileEvadedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a missile has been evaded&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CargoScanningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the cargo of an object is being scanned&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ExplosionSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the ship explodes&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Flyby Sound===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Optional sound to be used for the fly-by sound&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Pos:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). The position of the camera relative to the model in the tech room and the target box view. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Zoom:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). How far the camera's zoomed in, defines camera's FOV. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: '''''Float''''', radians&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
**Syntax: ''Filename''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Icon Direction:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*The direction from which the ship should be drawn from, if $Ship_Icon is not used and the ship icon is generated from the model.&lt;br /&gt;
** By default, the direction is based on whether the game thinks the ship is a small ship, a capship or an installation.&lt;br /&gt;
**Syntax: ''String'', one of &amp;quot;top&amp;quot;, &amp;quot;bottom&amp;quot;, &amp;quot;front&amp;quot;, &amp;quot;back&amp;quot;, &amp;quot;left&amp;quot; or &amp;quot;right&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: ''Filename''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon:===&lt;br /&gt;
*Defines if the ship has its own briefing icon information which overrides the standard briefing icon image&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: '''''&amp;lt;regular anim filename&amp;gt;'''''&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: '''''&amp;lt;fade anim filename&amp;gt;'''''&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: '''''&amp;lt;highlight anim filename&amp;gt;'''''}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: '''''&amp;lt;regular anim filename&amp;gt;'''''&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: '''''&amp;lt;fade anim filename&amp;gt;'''''&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: '''''&amp;lt;highlight anim filename&amp;gt;'''''}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon:===&lt;br /&gt;
*Defines if the ship has its own wing briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: '''''&amp;lt;regular anim filename&amp;gt;'''''&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: '''''&amp;lt;fade anim filename&amp;gt;'''''&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: '''''&amp;lt;highlight anim filename&amp;gt;'''''}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own wing-with-cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: '''''&amp;lt;regular anim filename&amp;gt;'''''&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: '''''&amp;lt;fade anim filename&amp;gt;'''''&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: '''''&amp;lt;highlight anim filename&amp;gt;'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*'''$Thruster Normal Flame:'''&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*'''$Thruster Afterburner Flame:'''&lt;br /&gt;
**Syntax: '''''String''''', filename}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''Defines the primary thruster glow - the one visible only from behind'''&lt;br /&gt;
**'''$Thruster Bitmap 1:'''&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Normal:''' under the '''$Thrustglows:''' entry.&lt;br /&gt;
***Syntax: '''''String''''', filename&lt;br /&gt;
**'''$Thruster Bitmap 1a:'''&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Afterburner:''' under the '''$Thrustglows:''' entry.&lt;br /&gt;
***Syntax: '''''String''''', filename&lt;br /&gt;
**'''$Thruster01 Radius factor:'''&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: '''''Float'''''&lt;br /&gt;
*'''Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow'''&lt;br /&gt;
**'''$Thruster Bitmap 2:'''&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Sec_Normal:''' under the '''$ThrustAnims:''' entry.&lt;br /&gt;
***Syntax: '''''String''''', filename&lt;br /&gt;
**'''$Thruster Bitmap 2a:'''&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Sec_Afterburn:''' under the '''$ThrustAnims:''' entry.&lt;br /&gt;
***Syntax: '''''String''''', filename&lt;br /&gt;
**'''$Thruster02 Radius factor:'''&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: '''''Float'''''&lt;br /&gt;
**'''$Thruster02 Length factor:'''&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older '''$Thruster01 Length factor:'''&lt;br /&gt;
***Syntax: '''''Float'''''&lt;br /&gt;
*'''Defines the tertiary glow type-effect for thrusters - the one visible from all directions'''&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**'''$Thruster Bitmap 3:'''&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Ter_Normal:''' under the '''$ThrustAnims:''' entry.&lt;br /&gt;
***Syntax: '''''String''''', filename&lt;br /&gt;
**'''$Thruster Bitmap 3a:'''&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Ter_Afterburn:''' under the '''$ThrustAnims:''' entry.&lt;br /&gt;
***Syntax: '''''String''''', filename&lt;br /&gt;
**'''$Thruster03 Radius factor:'''&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: '''''Float'''''}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*'''Defines the distortion effect for thrusters'''&lt;br /&gt;
**'''$Thruster Bitmap Distortion:'''&lt;br /&gt;
***Defines name of normal thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line '''+Dist_Normal:''' under the '''$ThrustAnims:''' entry.&lt;br /&gt;
***Syntax: '''''String''''', filename&lt;br /&gt;
**'''$Thruster Bitmap Distortion a:'''&lt;br /&gt;
***Defines name of afterburner thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line '''+Dist_Afterburn:''' under the '''$ThrustAnims:''' entry.&lt;br /&gt;
***Syntax: '''''String''''', filename&lt;br /&gt;
**'''$Thruster Distortion Radius factor:'''&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: '''''Float'''''&lt;br /&gt;
**'''$Thruster Distortion Length factor:'''&lt;br /&gt;
***Defines the length multiplier for the thruster distortion&lt;br /&gt;
***Syntax: '''''Float'''''&lt;br /&gt;
**'''$Thruster Distortion:'''&lt;br /&gt;
***Defines whether the distortion effect is rendered for this ship.&lt;br /&gt;
***Syntax: '''''Bool'''''}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*'''$Thruster Glow Noise Mult:'''&lt;br /&gt;
**A multiplier for how much noise is applied to the thruster glow radius. A value of 0 causes the radius to remain perfectly steady and values higher than 1 cause the radius to fluctuate more than the default.&lt;br /&gt;
** Defaults to 1.0.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*'''$Thruster Particle Bitmap:''' OR '''$Afterburner Particle Bitmap:'''&lt;br /&gt;
**Name of the animation used for particle thrusters, up to '''three''' can be defined for both '''standard''' thrusters and '''afterburners''' (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''$Min Radius:'''&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''$Max Radius:'''&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''$Min Created:'''&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''$Max Created:'''&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''$Variance:'''&lt;br /&gt;
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
This field is [[deprecated]], and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: '''''Integer''''', maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature disabled. Parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*'''+ClearAll'''&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
====+Offset:====&lt;br /&gt;
*The position of the contrail's head&lt;br /&gt;
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively, relative to the center point of the model&lt;br /&gt;
====+Start Width:====&lt;br /&gt;
*The width of the contrail's head&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
====+End Width:====&lt;br /&gt;
*The width of the contrail's tail&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
====+Start Alpha:====&lt;br /&gt;
*The opacity of the contrail's head&lt;br /&gt;
*Syntax: '''''Float''''', value between 0 and 1&lt;br /&gt;
====+End Alpha:====&lt;br /&gt;
*The opacity of the contrail's tail&lt;br /&gt;
*Syntax: '''''Float''''', value between 0 and 1&lt;br /&gt;
====+Max Life:====&lt;br /&gt;
*How long the contrail remains&lt;br /&gt;
*Syntax: '''''Float'''''', seconds&lt;br /&gt;
====+Spew Time:====&lt;br /&gt;
*Syntax: '''''Integer'''''&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
*The image to use for the contrail.&lt;br /&gt;
*Syntax: '''''String''''', filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Faded Out Sections:====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*'''+Index:'''&lt;br /&gt;
**Defines the index number of the manoeuvring thruster defined in this entry&lt;br /&gt;
**Syntax: '''''Integer'''''&lt;br /&gt;
*'''+Used For:'''&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
**Syntax: '''''(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)'''''&lt;br /&gt;
*'''+Position:'''&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*'''+Normal:'''&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*'''+Texture:'''&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''+Radius:'''&lt;br /&gt;
**Defines the radius of cylinder&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+Length:'''&lt;br /&gt;
**Defines the length of thruster trail&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+StartSnd:'''&lt;br /&gt;
**Defines the sound played when the thruster is started&lt;br /&gt;
**Syntax:  '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*'''+LoopSnd:'''&lt;br /&gt;
**Defines the sound played when the thruster is continuously used&lt;br /&gt;
**Syntax:  '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*'''+StopSnd:'''&lt;br /&gt;
**Defines the sound played when the thruster is shutting down&lt;br /&gt;
**Syntax:  '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: '''''Filename'''''}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*'''$Radar Color Image 2D:'''&lt;br /&gt;
**Defines the color bitmap used to represent the ship on the radar screen.&lt;br /&gt;
**Syntax: '''''Filename'''''}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*'''$Radar Image Size:'''&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: '''''Integer'''''&lt;br /&gt;
*'''$3D Radar Blip Size Multiplier:'''&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Glowpoint overrides:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Creates a point that casts light onto ships and objects with the source being a glowpoint defined in the model file.&lt;br /&gt;
*Syntax: '''''( &amp;quot;String:Integer&amp;quot; )'''''&lt;br /&gt;
*String refers to name in [[glowpoints.tbl]]&lt;br /&gt;
*Essentially, [Name_of_glowpoint_override_in_glowpoints.tbl]:[Bank_in_POF]. If there is no override entry then the game will not generate a light. If you have multiple banks that use the same override, use a comma if they are not in order (2,4,7) and use a dash if they are in order (3-5 yields 3, 4, and 5).&lt;br /&gt;
**Example: '''$Glowpoint overrides: ( &amp;quot;teal_glow_10:1&amp;quot; &amp;quot;red_glow:2,3&amp;quot; &amp;quot;white_glow_10:4&amp;quot; &amp;quot;red_glow_10:5&amp;quot; &amp;quot;green_glow_10:6&amp;quot;)'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*'''+Seen By:'''&lt;br /&gt;
**Defines the IFF actually viewing the object (most often 'Friendly')&lt;br /&gt;
**Syntax: '''''String''''', name of an IFF class.&lt;br /&gt;
*'''+When IFF Is:'''&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: '''''String''''', name of an IFF class.&lt;br /&gt;
*'''+As Color:'''&lt;br /&gt;
**Defines the new color of the ship's targeting brackets and radar blip&lt;br /&gt;
**Syntax: '''''Integer list''''', red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: '''''String list''''', names of the targeting groups&lt;br /&gt;
*'''+Override'''&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier:&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Damage Draw Limit:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
**Example: '''10''', sets the limit to 10%}}&lt;br /&gt;
&lt;br /&gt;
===$Path Metadata:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows definition of extra metadata&lt;br /&gt;
*Syntax: '''''String''''', name of the path as defined in the ship POF file.&lt;br /&gt;
**Example: '''$Path Metadata: $Bay01'''&lt;br /&gt;
====+departure rvec:====&lt;br /&gt;
When using this path to depart via fighterbay, the departing ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to depart via fighterbay.&lt;br /&gt;
====+arrive speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships arriving from a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_arrive_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
}}&lt;br /&gt;
====+depart speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships departing to a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_depart_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Subsystem&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;===&lt;br /&gt;
:''Main article: [[Subsystem]]''&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible for the player to fly the ship&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one '''ship type''' flag per table entry&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;support&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
*Only one such vessel can be defined per species&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;super cap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;escape pod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot;====&lt;br /&gt;
*Alternate name for the &amp;quot;Knossos device&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does ???&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collideable (For example, a hangar entrace)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in FRED.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed, game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player's ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Creates a HUD icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables ship to use the firing points' normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pain flash&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Prevents pain flash from being shown when ship is hit}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dynamic primary linking&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Allows this ship use the primary firepoint cycling code.  With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis.  So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no ets&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
Sets ship class to have no ETS}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lighting&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Ship will not receive lighting calculations}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;auto spread shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Causes the ship's shield mesh (if any) to be ignored and a shield of a given thickness to be automatically projected around the ship's hull. Weapons will impact the ship's shields at a distance equal to the shield thickness defined in [[Ships.tbl#.2BAuto_Spread:|#.2BAuto_Spread:]], but not before the weapon itself has travelled at least a distance equal to that. Note that impact effects normally projected onto the shield mesh will not work.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;model point shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Instead of the standard 4 shield quadrants, the ship uses an arbitrary number of shield sections which must have been defined in the model file, see [[Model Point Shields]]. If used on a player ship, you must also define [[Ships.tbl#.24Model_Point_Shield_Controls:|#.24Model_Point_Shield_Controls:]] to allow the shield augmentation controls to be used.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( '''''&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;''''')&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF File:                   fighter01.pof&lt;br /&gt;
$Detail Distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show Damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation Time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward Accel:              2.0&lt;br /&gt;
$Forward Decel:              1.5&lt;br /&gt;
$Slide Accel:                0.0&lt;br /&gt;
$Slide Decel:                0.0&lt;br /&gt;
$Expl Inner Rad:             25.0&lt;br /&gt;
$Expl Outer Rad:             55.0&lt;br /&gt;
$Expl Damage:                15.0&lt;br /&gt;
$Expl Blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan Time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_Pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_Zoom:               0.5&lt;br /&gt;
$Shield_Icon:                shield-f01&lt;br /&gt;
$Ship_Icon:                  iconfighter01&lt;br /&gt;
$Ship_Anim:                  ssfighter01&lt;br /&gt;
$Ship_Overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Template:Table381&amp;diff=58991</id>
		<title>Template:Table381</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Template:Table381&amp;diff=58991"/>
		<updated>2019-12-22T04:34:54Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: Changing redirect.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Template:Table190]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Template:Table190&amp;diff=58990</id>
		<title>Template:Table190</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Template:Table190&amp;diff=58990"/>
		<updated>2019-12-22T04:34:44Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: Change version from 3.8.2 to 19.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;[[Category:Templates|Table190]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1px 2px 1px 2px; background-color: #156364; border: solid 1px #1d8788; padding: 0px 4px; font-size: -1; color: #31e5e7&amp;quot;&amp;gt;'''&amp;lt;font color=#2ccdcf&amp;gt;FS2 Open, 19.0&amp;lt;/font&amp;gt;:''' {{{1}}}&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Template:Table190&amp;diff=58988</id>
		<title>Template:Table190</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Template:Table190&amp;diff=58988"/>
		<updated>2019-12-22T04:34:11Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: AdmiralRalwood moved page Template:Table382 to Template:Table190: Next release will be 19.0, not 3.8.2.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;[[Category:Templates|Table382]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1px 2px 1px 2px; background-color: #156364; border: solid 1px #1d8788; padding: 0px 4px; font-size: -1; color: #31e5e7&amp;quot;&amp;gt;'''&amp;lt;font color=#2ccdcf&amp;gt;FS2 Open, 3.8.2&amp;lt;/font&amp;gt;:''' {{{1}}}&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Template:Table382&amp;diff=58989</id>
		<title>Template:Table382</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Template:Table382&amp;diff=58989"/>
		<updated>2019-12-22T04:34:11Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: AdmiralRalwood moved page Template:Table382 to Template:Table190: Next release will be 19.0, not 3.8.2.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Template:Table190]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Fireball.tbl&amp;diff=58703</id>
		<title>Fireball.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Fireball.tbl&amp;diff=58703"/>
		<updated>2019-04-14T22:46:11Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: /* Table Fields */ Mention that &amp;quot;$Unique ID:&amp;quot; can be used to reference the fireball for an SSM strike warp effect.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2018-09-20|5206aaa}}&lt;br /&gt;
&lt;br /&gt;
The '''fireball.tbl''' is used to define the usage of animations with certain special effects in game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-fbl.tbm.&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Fireball.tbl table file is used for specifying which filenames are to be used for which explosions&lt;br /&gt;
*Table begins with '''#Start'''&lt;br /&gt;
*Table uses rigid system in the order of the entries:&lt;br /&gt;
*'''''Fireball.tbl''''' has 6 entries with a specific function and every one '''''is required''''' and must be listed in the following order.&lt;br /&gt;
*Order of the entries in fireball.tbl:&lt;br /&gt;
**'''Medium sized explosion'''&lt;br /&gt;
**'''Normal warp effect'''&lt;br /&gt;
**'''Knossos warp effect'''&lt;br /&gt;
**'''Asteroid explosion'''&lt;br /&gt;
**'''Large explosion 1'''&lt;br /&gt;
**'''Large explosion 2'''&lt;br /&gt;
*Any entries defined after the first 6 is considered a custom fireball and will not be used in the game unless specified as an explosion for a ship type or ship class in ships.tbl or objecttypes.tbl, or a custom warp effect in the warp-effect sexp.&lt;br /&gt;
*Table ends with '''#End'''&lt;br /&gt;
*The modular version of the fireball table can only replace existing entries in fireball.tbl. No entries can be created in a modular table for fireball.tbl&lt;br /&gt;
{{Table381|&lt;br /&gt;
*As of 3.8.2, the internal code to handle modular fireball.tbl entries has been rewritten, and it is now possible to add entries in a modular table.&lt;br /&gt;
}}&lt;br /&gt;
*All entries defined in a modular table for fireball.tbl require a '''$Name:''' token before specifying the bitmap filename. A fireball identifier must also be defined in order to specify which individual entry in fireball.tbl that will be replaced, see [[fireball.tbl#Fireball_identifier|fireball identifier]]. &lt;br /&gt;
*The modular table entries can be in arbitrary order and can be placed in separate modular tables.&lt;br /&gt;
&lt;br /&gt;
==Table Fields==&lt;br /&gt;
{{Table381|&lt;br /&gt;
===$Unique ID:===&lt;br /&gt;
*Defines a string that can be used as a reference for this fireball entry.  In most tables, $Name performs this role, but fireball.tbl allows multiple fireball entries which use the same animation.  The unique ID can be used to override fireball entries in a modular table, or to reference a fireball in the &amp;lt;tt&amp;gt;warp-effect&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;explosion-effect&amp;lt;/tt&amp;gt; SEXPs, or as the warp effect of an [[Ssm.tbl#+WarpEffect:|SSM strike]].&lt;br /&gt;
&lt;br /&gt;
*If this field is not present, the game will generate a unique ID for the entry automatically.&lt;br /&gt;
**Syntax: '''String'''&lt;br /&gt;
}}&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the animation used for the particular fireball effect&lt;br /&gt;
**Syntax: '''String''', filename&lt;br /&gt;
&lt;br /&gt;
===Fireball identifier===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Identifies the assigned animation with one of the fireball types. Only used in '''xxx-fbl.tbm'''&lt;br /&gt;
**Syntax: '''String''', name of the identifier&lt;br /&gt;
**Allowed identifiers:&lt;br /&gt;
:::'''+Explosion_Medium'''&lt;br /&gt;
:::'''+Warp_Effect'''&lt;br /&gt;
:::'''+Knossos_Effect'''&lt;br /&gt;
:::'''+Asteroid'''&lt;br /&gt;
:::'''+Explosion_Large1'''&lt;br /&gt;
:::'''+Explosion_Large2'''&lt;br /&gt;
:::'''+Custom_Fireball 6'''&lt;br /&gt;
:::'''+Custom_Fireball 7'''&lt;br /&gt;
:::'''+Custom_Fireball (...)'''}}&lt;br /&gt;
{{Table381|&lt;br /&gt;
*In 3.8.2, this is not required; $Unique ID can be used as an alternative.  If neither the identifier nor $Unique ID is present, the entry is assumed to be a new custom fireball.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$LOD:===&lt;br /&gt;
*Optional '''$LOD:''' entry exists to specify a lod count, at least 1 is assumed if not specified.&lt;br /&gt;
**Syntax: '''Integer'''&lt;br /&gt;
&lt;br /&gt;
===$Light Color:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the color that is given off when that fireball effect is created.&lt;br /&gt;
**Syntax: '''Color''', three '''integers''', 0 to 255, red, green, blue respectively}}&lt;br /&gt;
&lt;br /&gt;
====Default colors====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*''Large explosion 1'', ''large explosion 1'', ''medium sized explosion'', and ''asteroid explosion''&lt;br /&gt;
**255, 127, 31&lt;br /&gt;
*''Normal warp effect''&lt;br /&gt;
**191, 191, 255&lt;br /&gt;
*''Knossos warp effect''&lt;br /&gt;
**191, 255, 191}}&lt;br /&gt;
&lt;br /&gt;
{{Table381|&lt;br /&gt;
===$Warp glow:===&lt;br /&gt;
*Defines the warp glow bitmap used if this fireball is a warp effect.  By default, &amp;lt;tt&amp;gt;warpglow01&amp;lt;/tt&amp;gt; is internally assigned to ''both'' the '''Warp Effect''' and '''Knossos Effect''' entries, but both the tbl and tbm can override this.  Retail &amp;lt;tt&amp;gt;sparky_fs2.vp&amp;lt;/tt&amp;gt; supplies a &amp;lt;tt&amp;gt;warpglow02&amp;lt;/tt&amp;gt; bitmap for the Knossos effect, but the game never actually uses it.&lt;br /&gt;
**Syntax: '''String'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table381|&lt;br /&gt;
===$Warp ball:===&lt;br /&gt;
*Defines the &amp;quot;warp ball&amp;quot; bitmap used if this fireball is a warp effect.  By default, &amp;lt;tt&amp;gt;warpball01&amp;lt;/tt&amp;gt; is internally assigned to ''both'' the '''Warp Effect''' and '''Knossos Effect''' entries, but both the tbl and tbm can override this.  The &amp;quot;warp ball&amp;quot; bitmap is only used for the &amp;quot;flash on warp&amp;quot; command-line option.&lt;br /&gt;
**Syntax: '''String'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table381|&lt;br /&gt;
===$Warp model:===&lt;br /&gt;
*Defines the warp model file used if this fireball is a warp effect.  By default, &amp;lt;tt&amp;gt;warp.pof&amp;lt;/tt&amp;gt; is internally assigned to ''both'' the '''Warp Effect''' and '''Knossos Effect''' entries, but both the tbl and tbm can override this.  The warp model is used for the &amp;quot;3D warp&amp;quot; command-line option, or for the &amp;lt;tt&amp;gt;warp-effect&amp;lt;/tt&amp;gt; SEXP when a 3D warp is specified.&lt;br /&gt;
**Syntax: '''String'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entries==&lt;br /&gt;
&lt;br /&gt;
*'''fireball.tbl'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Start&lt;br /&gt;
$Name:   exp04&lt;br /&gt;
   $LOD:    1&lt;br /&gt;
$Name:   WarpMap01&lt;br /&gt;
   $LOD:    4&lt;br /&gt;
$Name:   WarpMap02&lt;br /&gt;
   $LOD:    4&lt;br /&gt;
$Name:   exp05&lt;br /&gt;
   $LOD:    4&lt;br /&gt;
$Name:   exp05&lt;br /&gt;
   $LOD:    4&lt;br /&gt;
$Name:   exp06&lt;br /&gt;
   $LOD:    4&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
&lt;br /&gt;
'''fireball.tbl'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
; This is an example of a table that defines the the default 6 fireball &lt;br /&gt;
; bitmaps (Fireballs 0 through 5) while adding extra custom fireballs as well.&lt;br /&gt;
#Start&lt;br /&gt;
$Name:	exp04				;0 Used for the 4 little explosions before a ship explodes&lt;br /&gt;
$LOD:		1&lt;br /&gt;
$Name:	WarpMap01			;1 Used for the warp in / warp out effect&lt;br /&gt;
$LOD:		4&lt;br /&gt;
$Name:	WarpMap02			;2 Used for the KNOSSOS warp in / warp out effect&lt;br /&gt;
$LOD:		4&lt;br /&gt;
$Name:	exp05				;3 Used when an asteroid explodes&lt;br /&gt;
$LOD:		4&lt;br /&gt;
$Name:	exp05				;4 ship explosion 1&lt;br /&gt;
$LOD:		4&lt;br /&gt;
$Name:	exp06				;5 ship explosion 2&lt;br /&gt;
$LOD:		4&lt;br /&gt;
$Name:	capship_boom			;6 First custom fireball. Identified as +Custom_Fireball 6 &lt;br /&gt;
$LOD:		1&lt;br /&gt;
$Name:	debris_dust_cloud		;7 Second custom fireball. Identified as +Custom_Fireball 7&lt;br /&gt;
$LOD:		1&lt;br /&gt;
$Name:	corvette_exp			;8 Third custom fireball. Identified as +Custom_Fireball 8&lt;br /&gt;
$LOD:		1&lt;br /&gt;
$Name:	fenris_exp			;9 Fourth custom fireball. Identified as +Custom_Fireball 9&lt;br /&gt;
$LOD: 	1&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''xxx-fbl.tbm'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
; This modular table replaces the entries in the sample fireball.tbl printed above&lt;br /&gt;
#Start&lt;br /&gt;
$Name:   exp06&lt;br /&gt;
   +Asteroid&lt;br /&gt;
$LOD:    4&lt;br /&gt;
$Name:   fighter_explosion&lt;br /&gt;
   +Custom_Fireball 7&lt;br /&gt;
$LOD:    4&lt;br /&gt;
$Name:   capship_explosion&lt;br /&gt;
   +Custom_Fireball 6&lt;br /&gt;
$LOD:    1&lt;br /&gt;
$Name:   big_exp&lt;br /&gt;
   +Explosion_Large1          &lt;br /&gt;
$LOD:    1&lt;br /&gt;
$Name:   capship_explosion1&lt;br /&gt;
   +Custom_Fireball 8&lt;br /&gt;
$LOD:    1&lt;br /&gt;
$Name:   capship_explosion2&lt;br /&gt;
   +Custom_Fireball 9&lt;br /&gt;
$LOD:    1&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Ssm.tbl&amp;diff=58702</id>
		<title>Ssm.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Ssm.tbl&amp;diff=58702"/>
		<updated>2019-04-14T22:44:38Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: Adding &amp;quot;+WarpEffect:&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2019-04-15|4824428}}&lt;br /&gt;
&lt;br /&gt;
The '''ssm.tbl''' was originally meant for defining the flight behavior of subspace missiles (SSM).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-ssm.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
*Table consists of independent '''$SSM:''' entries&lt;br /&gt;
*Table ends with '''#end'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Table Entries==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==$SSM:==&lt;br /&gt;
*Names the SSM strike.&lt;br /&gt;
{{Table374|The name itself is optional; if not present, it gets defaulted to &amp;quot;SSM &amp;lt;index&amp;gt;&amp;quot;, allowing easy selection in FRED.}}&lt;br /&gt;
*Syntax: '''String''', name of the strike (as used by SEXPs and weapons)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon:===&lt;br /&gt;
*Defines the weapon used in the strike.&lt;br /&gt;
*Syntax: '''String''', name of the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Count:===&lt;br /&gt;
* (Optional) Defines number of the weapons fired by the strike.&lt;br /&gt;
*Syntax: '''Integer''', defaults to 1&lt;br /&gt;
{{Table374|&lt;br /&gt;
===+Min Count:===&lt;br /&gt;
* (Optional) Can be used instead of &amp;quot;+Count:&amp;quot;, and in combination with &amp;quot;+Max Count:&amp;quot;, to allow for a random number of weapons to be in the strike.&lt;br /&gt;
*Syntax: '''Integer'''&lt;br /&gt;
===+Max Count:===&lt;br /&gt;
* (Required if &amp;quot;+Min Count:&amp;quot; is used) Specifies the maximum number of weapons that can be fired by the strike.&lt;br /&gt;
*Syntax: '''Integer'''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+WarpEffect:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
* (Optional) Defines which fireball to use for the warp effect. Can be either the fireball index or its [[Fireball.tbl#$Unique_ID:|unique ID]].&lt;br /&gt;
*Syntax: '''Integer''' or '''String''', defaults to &amp;quot;Warp Effect&amp;quot; (index 1)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+WarpRadius:===&lt;br /&gt;
*Defines the radius of the warp effect.&lt;br /&gt;
*Syntax: '''Float'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+WarpTime:===&lt;br /&gt;
* (Optional) Defines the lifetime of the warp effect in seconds. Non-beam weapons fire halfway through this lifetime; beam weapons either fire at the start of the effect or at the appropriate time so that the midpoint of the beam is the same as the midpoint of the warp effect, whichever is later.&lt;br /&gt;
*Syntax: '''Float''', defaults to 4.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Radius:===&lt;br /&gt;
*Defines the radius of the formation used by the weapons in the strike.&lt;br /&gt;
*Syntax: '''Float'''&lt;br /&gt;
{{Table374|&lt;br /&gt;
===+Min Radius:===&lt;br /&gt;
* (Optional) Can be used instead of &amp;quot;+Radius&amp;quot;, and in combination with &amp;quot;+Max Radius:&amp;quot;, to allow for a random radius to be used by the strike.&lt;br /&gt;
*Syntax: '''Float'''&lt;br /&gt;
===+Max Radius:===&lt;br /&gt;
* (Required if &amp;quot;+Min Radius:&amp;quot; is used) Specifies the maximum radius of the strike formation.&lt;br /&gt;
*Syntax: '''Float'''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Offset:===&lt;br /&gt;
* (Optional) Defines the offset of the formation used by the weapons in the strike; generally works best with circular strikes.&lt;br /&gt;
*Syntax: '''Float''', defaults to 0&lt;br /&gt;
{{Table374|&lt;br /&gt;
===+Min Offset:===&lt;br /&gt;
* (Optional) Can be used instead of &amp;quot;+Offset&amp;quot;, and in combination with &amp;quot;+Max Offset:&amp;quot;, to allow for a random offset to be used by the strike.&lt;br /&gt;
*Syntax: '''Float'''&lt;br /&gt;
===+Max Offset:===&lt;br /&gt;
* (Required if &amp;quot;+Min Offset:&amp;quot; is used) Specifies the maximum offset of the strike formation.&lt;br /&gt;
*Syntax: '''Float'''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Shape:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
* (Optional) The shape used for the formation of weapons.&lt;br /&gt;
*Syntax: '''Point''', '''Circle''', or '''Sphere'''; defaults to Circle}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+HUD Message:===&lt;br /&gt;
* (Optional) Whether or not firing this SSM triggers a HUD message.&lt;br /&gt;
*Syntax: '''Boolean''', defaults to true&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Custom Message:===&lt;br /&gt;
* (Optional) Can be used to define a custom message to be triggered when the SSM is fired.&lt;br /&gt;
*Syntax: '''String'''&lt;br /&gt;
*Note: By default, the message played is the one defined in strings.tbl index 1570, which is set to the generic &amp;quot;Firing Artillery&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Alarm Sound:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
* (Optional) Can be used to define a custom alarm sound to be played when the SSM is fired.&lt;br /&gt;
*Syntax: '''Integer'''}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Sounds.tbl&amp;diff=58644</id>
		<title>Sounds.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Sounds.tbl&amp;diff=58644"/>
		<updated>2019-01-29T05:47:06Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: /* +nocreate */ Make it more clear that the behavior of +nocreate here is atypical.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion| 344502c (Git commit)}}&lt;br /&gt;
&lt;br /&gt;
The '''sounds.tbl''' is a file for defining the various sounds played ingame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-snd.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
*Table file consists of several sections&lt;br /&gt;
*First section defines the sound for the actual game play. It begins at '''#Game Sounds Start''' and ends at'''#Game Sounds End'''&lt;br /&gt;
*Second section defines the interface sounds. It starts at '''#Interface Sounds Start''' and ends at '''#Interface Sounds End'''&lt;br /&gt;
*Third section defines the flyby sounds for different species. It begins at '''#Flyby Sounds Start''' and ends at '''#Flyby Sounds End'''&lt;br /&gt;
*This table has three possible syntaxes. The &amp;quot;Sound set&amp;quot; syntax allows to use multiple sounds. The &amp;quot;SCP Syntax&amp;quot; was introduced as a general improvement over the retail Syntax and is very similar to the sound set syntax.&lt;br /&gt;
**The Sound set syntax allows to specify multiple sound files for one sound entry and also has a wider variety of options for specifying how the sound should be played. This syntax is based on the SCP syntax and it should be easy to adapt sound entries that use the SCP syntax to the new sound set syntax. This is only required if the new features of the sound set changes are to be used. Otherwise the SCP syntax can be used.&lt;br /&gt;
**The SCP Syntax is an improvement of the retail syntax whis is easier to read, and likely preferred for modular tables and extendability.&lt;br /&gt;
**The Retail Syntax is the syntax used by the retail tables which was kept in place to keep retail compatibility&lt;br /&gt;
*Most of the sounds are hardcoded in the engine (that is, the engine expects sound 33 to be the missile rearm sound, as an example). Modders should follow the retail table layout, and not assign sound numbers smaller than 250 to their custom sounds. This avoids index collisions.&lt;br /&gt;
&lt;br /&gt;
==Sound set syntax==&lt;br /&gt;
{{Note|Many retail sound names are hardcoded to a specific type of sound, so removing entries is not recommended. However adding new ones or altering existing ones is possible.  See the [[Hardcoded sounds|hardcoded sounds]] for a list of which sounds have hardcoded names.}}&lt;br /&gt;
&lt;br /&gt;
{{Table381|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If this syntax is in use then the new sound set features can be used. These include the ability to use multiple sound files for one entry and with this feature it is possible to randomize the volume and pitch values when a sound is played. Compared to the SCP syntax there are only a few changes: Instead of ''+Filename'' this now uses ''+Entry'' and allows using that option as often as needed. The ''+Volume'' option accepts a random range for possible values and the ''+Pitch'' option is new.&lt;br /&gt;
&lt;br /&gt;
In most entries, the name of the file ('''Second''' value) can be replaced with 'empty' if the particular sound index is not in use.&lt;br /&gt;
&lt;br /&gt;
===#Game Sounds Start===&lt;br /&gt;
Notes&lt;br /&gt;
*Cockpit sounds are in general non-3D sounds&lt;br /&gt;
*All the other in-flight sounds are, in general, 3D sounds&lt;br /&gt;
*Non-3D sounds do not require the '''+3D Sound''' entries&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example Line&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Name: 6&lt;br /&gt;
    +Entry: breakup&lt;br /&gt;
    +Cycle type: sequential&lt;br /&gt;
    +Preload: no&lt;br /&gt;
    +Volume: (0.60)&lt;br /&gt;
    +3D Sound:&lt;br /&gt;
        +Attenuation start: 100&lt;br /&gt;
        +Attenuation end: 800&lt;br /&gt;
    +Priority: High&lt;br /&gt;
    +Limit: 3&lt;br /&gt;
    +Pitch: (1.0)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Name:====&lt;br /&gt;
*Specifies the sound handle which FSO will use to identify the sound from other tables&lt;br /&gt;
*If +nocreate is to be used, it must come after '''$Name:''' and before the '''String'''&lt;br /&gt;
*Syntax: '''String'''&lt;br /&gt;
{{Warning|&lt;br /&gt;
The name may not contain any whitespace (space or tab characters) or the old parsing code will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
*Allows editing of the sound without creating a new sound handle&lt;br /&gt;
*Must be placed after '''$Name:''' and before the '''String'''&lt;br /&gt;
*Example&lt;br /&gt;
**&amp;lt;pre&amp;gt;$Name: +nocreate SoundName&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Warning|&lt;br /&gt;
Unlike most other tables, existing entries cannot be overwritten/modified without the presence of '''+nocreate'''.}}&lt;br /&gt;
&lt;br /&gt;
====+Entry:====&lt;br /&gt;
*The name of the actual sound file. This option may appear more than once if multiple sound files should be used for this sound entry.&lt;br /&gt;
*Always required once, even if +nocreate is used.&lt;br /&gt;
*To specify no sound file, use &amp;quot;empty&amp;quot; (without the quotes)&lt;br /&gt;
*If +nocreate is used then sound files can only be added to the sound but no other modification is available.&lt;br /&gt;
*Syntax: '''String'''&lt;br /&gt;
&lt;br /&gt;
====+Cycle type:====&lt;br /&gt;
*Specifies how the next sound entry should be chosen from the ''+Entry'' list&lt;br /&gt;
*Required, optional if +nocreate is used&lt;br /&gt;
*May use one of the following modes:&lt;br /&gt;
**'''sequential''': The entry will be chosen sequentially from the list. '''Note:''' The sequence of played sounds is determined globally so if there are two sound sources using the same entry then the sounds may appear as missing parts for either source since the other source used that entry before.&lt;br /&gt;
**'''random''': An entry is chosen uniformly at random from the entries list&lt;br /&gt;
*Syntax: '''sequential''' or '''random'''&lt;br /&gt;
&lt;br /&gt;
====+Preload:====&lt;br /&gt;
*Specifies whether FSO should always preload the sound before the mission or not&lt;br /&gt;
*Optional if +nocreate is used, required otherwise&lt;br /&gt;
*Syntax: '''Boolean'''&lt;br /&gt;
&lt;br /&gt;
====+Volume:====&lt;br /&gt;
*Specifies the volume the sound should be played at as a random range between 0 and 1. The actual volume will be picked within that range whenever a sound is played&lt;br /&gt;
*Optional if +nocreate is used, required otherwise&lt;br /&gt;
*Syntax: '''(Float)''' or '''(Float Float)''', example: ''(0.5 1.0)''. It is also valid to only specify one value if there should be no randomization.&lt;br /&gt;
&lt;br /&gt;
====+3D Sound:====&lt;br /&gt;
*Sets up table syntax for specifying 3D sound options&lt;br /&gt;
*If present the sound will be loaded as a 3D sound&lt;br /&gt;
*No argument should be specified&lt;br /&gt;
*Must be accompanied by '''+Attenuation Start:''' and '''+Attenuation End:'''&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Start:====&lt;br /&gt;
*Defines the distance from the origin of the 3D sound where it begins to attenuate&lt;br /&gt;
*Must be preceded by '''+3D Sound:'''&lt;br /&gt;
*Syntax: '''Integer'''&lt;br /&gt;
&lt;br /&gt;
====+Attenuation End:====&lt;br /&gt;
*Defines the distance from the origin of the 3D sound where it is inaudible&lt;br /&gt;
*Must be preceded by '''+3D Sound:'''&lt;br /&gt;
*Syntax: '''Integer'''&lt;br /&gt;
&lt;br /&gt;
====+Priority:====&lt;br /&gt;
*Optional, for use with [[Enhanced sound|enhanced sound]]&lt;br /&gt;
*Can be used with or without an accompanying +Limit:&lt;br /&gt;
*Specifies the priority of this sound when enhanced sound is used&lt;br /&gt;
*Should be based on how important this sound is and also how likely the player will notice if the sound drops out&lt;br /&gt;
*overrides the engine default value&lt;br /&gt;
*For valid values, see the table below. Values are not case-sensitive.&lt;br /&gt;
*See the [[Enhanced sound]] page for more information.&lt;br /&gt;
*Syntax: '''String'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Value         Meaning&lt;br /&gt;
-----         -------&lt;br /&gt;
Must Play     Absolutely must play&lt;br /&gt;
High          Very important&lt;br /&gt;
Medium-High   Important&lt;br /&gt;
Medium        Somewhat important&lt;br /&gt;
Medium-Low    Only a little important&lt;br /&gt;
Low           Not important&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====+Limit:====&lt;br /&gt;
*Optional, for use with [[Enhanced sound|enhanced sound]]&lt;br /&gt;
*Can be used with or without an accompanying +Priority:&lt;br /&gt;
*Specifies how many instances of the sound can play at the same time&lt;br /&gt;
*overrides the engine default value&lt;br /&gt;
*Must be in the range 1 - 15&lt;br /&gt;
*See the [[Enhanced sound]] page for more information,&lt;br /&gt;
*Syntax: '''Integer'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Pitch:====&lt;br /&gt;
*Specifies which pitch values the sound may be assigned&lt;br /&gt;
*Optional, defaults to 1.0&lt;br /&gt;
*This is a random range which specifies the possible pitch values the sound may be assigned&lt;br /&gt;
*The actual effect of these values is very complicated to describe so you should simply test to check which values sound well. A value of 1.0 plays the sound without any changes.&lt;br /&gt;
*Syntax: '''(Float)''' or '''(Float Float)''', example: ''(0.9 1.1)''. It is also valid to only specify one value if there should be no randomization.&lt;br /&gt;
&lt;br /&gt;
'''Section ends with #Game Sounds End'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===#Interface Sounds Start===&lt;br /&gt;
Notes&lt;br /&gt;
*Interface sounds are not 3D sounds. You may specify '''+3D Sound:''' properties, but they will be ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example Line&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Name: CraneSound1&lt;br /&gt;
    +Entry: Crane_1&lt;br /&gt;
    +Cycle type: sequential&lt;br /&gt;
    +Preload: no&lt;br /&gt;
    +Volume: 0.50&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Name:====&lt;br /&gt;
*Specifies the sound handle which FSO will use to identify the sound from other tables&lt;br /&gt;
*If +nocreate is to be used, it must come after '''$Name:''' and before the '''String'''&lt;br /&gt;
*Syntax: '''String'''&lt;br /&gt;
{{Warning|&lt;br /&gt;
The name may not contain any whitespace (space or tab characters) or the old parsing code will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
*Allows editing of the sound without creating a new sound handle&lt;br /&gt;
*Must be placed after '''$Name:''' and before the '''String'''&lt;br /&gt;
*Example&lt;br /&gt;
**&amp;lt;pre&amp;gt;$Name: +nocreate SoundName&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Entry:====&lt;br /&gt;
*The name of the actual sound file. This option may appear more than once if multiple sound files should be used for this sound entry.&lt;br /&gt;
*Always required once, even if +nocreate is used.&lt;br /&gt;
*To specify no sound file, use &amp;quot;empty&amp;quot; (without the quotes)&lt;br /&gt;
*If +nocreate is used then sound files can only be added to the sound but no other modification is available.&lt;br /&gt;
*Syntax: '''String'''&lt;br /&gt;
&lt;br /&gt;
====+Cycle type:====&lt;br /&gt;
*Specifies how the next sound entry should be chosen from the ''+Entry'' list&lt;br /&gt;
*Required, optional if +nocreate is used&lt;br /&gt;
*May use one of the following modes:&lt;br /&gt;
**'''sequential''': The entry will be chosen sequentially from the list. '''Note:''' The sequence of played sounds is determined globally so if there are two sound sources using the same entry then the sounds may appear as missing parts for either source since the other source used that entry before.&lt;br /&gt;
**'''random''': An entry is chosen uniformly at random from the entries list&lt;br /&gt;
*Syntax: '''sequential''' or '''random'''&lt;br /&gt;
&lt;br /&gt;
====+Preload:====&lt;br /&gt;
*Specifies whether FSO should always preload the sound before the mission or not&lt;br /&gt;
*Syntax: '''Boolean'''&lt;br /&gt;
&lt;br /&gt;
====+Volume:====&lt;br /&gt;
*Specifies the volume the sound should be played at as a random range between 0 and 1. The actual volume will be picked within that range whenever a sound is played&lt;br /&gt;
*Optional if +nocreate is used, required otherwise&lt;br /&gt;
*Syntax: '''(Float)''' or '''(Float Float)''', example: ''(0.5 1.0)''. It is also valid to only specify one value if there should be no randomization.&lt;br /&gt;
&lt;br /&gt;
====+Pitch:====&lt;br /&gt;
*Specifies which pitch values the sound may be assigned&lt;br /&gt;
*Optional, defaults to 1.0&lt;br /&gt;
*This is a random range which specifies the possible pitch values the sound may be assigned&lt;br /&gt;
*The actual effect of these values is very complicated to describe so you should simply test to check which values sound well. A value of 1.0 plays the sound without any changes.&lt;br /&gt;
*Syntax: '''(Float)''' or '''(Float Float)''', example: ''(0.9 1.1)''. It is also valid to only specify one value if there should be no randomization.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Section ends with #Interface Sounds End'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===#Flyby Sounds Start===&lt;br /&gt;
Notes&lt;br /&gt;
*Each species has two flyby sounds. One for the fighters and one for the bombers.&lt;br /&gt;
*Flyby sounds are all 3D sounds.&lt;br /&gt;
*Each flyby sound is defined on a line that begins with the species name ('''String''', species name, eg. '''$Terran:''').&lt;br /&gt;
*'''THE FLYBY SECTION CANNOT USE +nocreate'''&lt;br /&gt;
If you want to modify a flyby sound entry of a species in a modular table then you will need to have entries for both types.&lt;br /&gt;
&lt;br /&gt;
Line starts with '''$SPECIES:''' in the place of '''$Name:'''&lt;br /&gt;
&lt;br /&gt;
Example Terran Section&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Terran: 0&lt;br /&gt;
    +Entry: T_flyby1&lt;br /&gt;
    +Cycle type: sequential&lt;br /&gt;
    +Preload: no&lt;br /&gt;
    +Volume: (0.75)&lt;br /&gt;
    +3D Sound:&lt;br /&gt;
        +Attenuation start: 200&lt;br /&gt;
        +Attenuation end: 400&lt;br /&gt;
&lt;br /&gt;
$Terran: 1&lt;br /&gt;
    +Entry: T_flyby2&lt;br /&gt;
    +Cycle type: sequential&lt;br /&gt;
    +Preload: no&lt;br /&gt;
    +Volume: (0.75)&lt;br /&gt;
    +3D Sound:&lt;br /&gt;
        +Attenuation start: 200&lt;br /&gt;
        +Attenuation end: 400&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Name:====&lt;br /&gt;
*'''$Name''' must be replaced with '''$SPECIES''' as from the [[Species_defs.tbl]]&lt;br /&gt;
*Specifies the sound handle which FSO will use to identify the sound from other tables&lt;br /&gt;
*In this case it will usually be a '''1''' or a '''0'''&lt;br /&gt;
*Syntax: '''String'''&lt;br /&gt;
{{Warning|&lt;br /&gt;
The name may not contain any whitespace (space or tab characters) or the old parsing code will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+Entry:====&lt;br /&gt;
*The name of the actual sound file. This option may appear more than once if multiple sound files should be used for this sound entry.&lt;br /&gt;
*Always required once, even if +nocreate is used.&lt;br /&gt;
*To specify no sound file, use &amp;quot;empty&amp;quot; (without the quotes)&lt;br /&gt;
*If +nocreate is used then sound files can only be added to the sound but no other modification is available.&lt;br /&gt;
*Syntax: '''String'''&lt;br /&gt;
&lt;br /&gt;
====+Cycle type:====&lt;br /&gt;
*Specifies how the next sound entry should be chosen from the ''+Entry'' list&lt;br /&gt;
*Required, optional if +nocreate is used&lt;br /&gt;
*May use one of the following modes:&lt;br /&gt;
**'''sequential''': The entry will be chosen sequentially from the list. '''Note:''' The sequence of played sounds is determined globally so if there are two sound sources using the same entry then the sounds may appear as missing parts for either source since the other source used that entry before.&lt;br /&gt;
**'''random''': An entry is chosen uniformly at random from the entries list&lt;br /&gt;
*Syntax: '''sequential''' or '''random'''&lt;br /&gt;
&lt;br /&gt;
====+Preload:====&lt;br /&gt;
*Specifies whether FSO should always preload the sound before the mission or not&lt;br /&gt;
*Syntax: '''Boolean'''&lt;br /&gt;
&lt;br /&gt;
====+Volume:====&lt;br /&gt;
*Specifies the volume the sound should be played at as a random range between 0 and 1. The actual volume will be picked within that range whenever a sound is played&lt;br /&gt;
*Optional if +nocreate is used, required otherwise&lt;br /&gt;
*Syntax: '''(Float)''' or '''(Float Float)''', example: ''(0.5 1.0)''. It is also valid to only specify one value if there should be no randomization.&lt;br /&gt;
&lt;br /&gt;
====+3D Sound:====&lt;br /&gt;
*Sets up table syntax for specifying 3D sound options&lt;br /&gt;
*If present the sound will be loaded as a 3D sound&lt;br /&gt;
*No argument should be specified&lt;br /&gt;
*Must be accompanied by '''+Attenuation Start:''' and '''+Attenuation End:'''&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Start:====&lt;br /&gt;
*Defines the distance from the origin of the 3D sound where it begins to attenuate&lt;br /&gt;
*Must be preceded by '''+3D Sound:'''&lt;br /&gt;
*Syntax: '''Integer'''&lt;br /&gt;
&lt;br /&gt;
====+Attenuation End:====&lt;br /&gt;
*Defines the distance from the origin of the 3D sound where it is inaudible&lt;br /&gt;
*Must be preceded by '''+3D Sound:'''&lt;br /&gt;
*Syntax: '''Integer'''&lt;br /&gt;
&lt;br /&gt;
====+Pitch:====&lt;br /&gt;
*Specifies which pitch values the sound may be assigned&lt;br /&gt;
*Optional, defaults to 1.0&lt;br /&gt;
*This is a random range which specifies the possible pitch values the sound may be assigned&lt;br /&gt;
*The actual effect of these values is very complicated to describe so you should simply test to check which values sound well. A value of 1.0 plays the sound without any changes.&lt;br /&gt;
*Syntax: '''(Float)''' or '''(Float Float)''', example: ''(0.9 1.1)''. It is also valid to only specify one value if there should be no randomization.&lt;br /&gt;
&lt;br /&gt;
'''Section ends with #Flyby Sounds End'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SCP Syntax==&lt;br /&gt;
{{Note|Many retail sound names are hardcoded to a specific type of sound, so removing entries is not recommended. However adding new ones or altering existing ones is possible.  See the [[Hardcoded sounds|hardcoded sounds]] for a list of which sounds have hardcoded names.}}&lt;br /&gt;
&lt;br /&gt;
In most entries, the name of the file ('''Second''' value) can be replaced with 'empty' if the particular sound index is not in use.&lt;br /&gt;
&lt;br /&gt;
===#Game Sounds Start===&lt;br /&gt;
Notes&lt;br /&gt;
*Cockpit sounds are in general non-3D sounds&lt;br /&gt;
*All the other in-flight sounds are, in general, 3D sounds&lt;br /&gt;
*Non-3D sounds do not require the '''+3D Sound''' entries&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example Line&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Name: 6&lt;br /&gt;
    +Filename: breakup&lt;br /&gt;
    +Preload: no&lt;br /&gt;
    +Volume: 0.60&lt;br /&gt;
    +3D Sound:&lt;br /&gt;
        +Attenuation start: 100&lt;br /&gt;
        +Attenuation end: 800&lt;br /&gt;
    +Priority: High&lt;br /&gt;
    +Limit: 3&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Name:====&lt;br /&gt;
*Specifies the sound handle which FSO will use to identify the sound from other tables&lt;br /&gt;
*If +nocreate is to be used, it must come after '''$Name:''' and before the '''String'''&lt;br /&gt;
*Syntax: '''String'''&lt;br /&gt;
{{Warning|&lt;br /&gt;
The name may not contain any whitespace (space or tab characters) or the old parsing code will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
*Allows editing of the sound without creating a new sound handle&lt;br /&gt;
*Must be placed after '''$Name:''' and before the '''String'''&lt;br /&gt;
*Example&lt;br /&gt;
**&amp;lt;pre&amp;gt;$Name: +nocreate SoundName&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====+Filename:====&lt;br /&gt;
*The name of the actual sound file to play&lt;br /&gt;
*Always required, even if +nocreate is used.&lt;br /&gt;
*To specify no sound file, use &amp;quot;empty&amp;quot; (without the quotes)&lt;br /&gt;
*If +nocreate is used and you don't want to change the original filename, then use &amp;lt;same&amp;gt; (including the &amp;lt;&amp;gt;)&lt;br /&gt;
*Syntax: '''String'''&lt;br /&gt;
&lt;br /&gt;
====+Preload:====&lt;br /&gt;
*Specifies whether FSO should always preload the sound before the mission or not&lt;br /&gt;
*Optional if +nocreate is used, required otherwise&lt;br /&gt;
*Syntax: '''Boolean'''&lt;br /&gt;
&lt;br /&gt;
====+Volume:====&lt;br /&gt;
*Specifies the volume the sound should be played at as a percentage&lt;br /&gt;
*Optional if +nocreate is used, required otherwise&lt;br /&gt;
*Syntax: '''Float'''&lt;br /&gt;
&lt;br /&gt;
====+3D Sound:====&lt;br /&gt;
*Sets up table syntax for specifying 3D sound options&lt;br /&gt;
*If present the sound will be loaded as a 3D sound&lt;br /&gt;
*No argument should be specified&lt;br /&gt;
*Must be accompanied by '''+Attenuation Start:''' and '''+Attenuation End:'''&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Start:====&lt;br /&gt;
*Defines the distance from the origin of the 3D sound where it begins to attenuate&lt;br /&gt;
*Must be preceded by '''+3D Sound:'''&lt;br /&gt;
*Syntax: '''Integer'''&lt;br /&gt;
&lt;br /&gt;
====+Attenuation End:====&lt;br /&gt;
*Defines the distance from the origin of the 3D sound where it is inaudible&lt;br /&gt;
*Must be preceded by '''+3D Sound:'''&lt;br /&gt;
*Syntax: '''Integer'''&lt;br /&gt;
&lt;br /&gt;
====+Priority:====&lt;br /&gt;
*Optional, for use with [[Enhanced sound|enhanced sound]]&lt;br /&gt;
*Can be used with or without an accompanying +Limit:&lt;br /&gt;
*Specifies the priority of this sound when enhanced sound is used&lt;br /&gt;
*Should be based on how important this sound is and also how likely the player will notice if the sound drops out&lt;br /&gt;
*overrides the engine default value&lt;br /&gt;
*For valid values, see the table below. Values are not case-sensitive.&lt;br /&gt;
*See the [[Enhanced sound]] page for more information.&lt;br /&gt;
*Syntax: '''String'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Value         Meaning&lt;br /&gt;
-----         -------&lt;br /&gt;
Must Play     Absolutely must play&lt;br /&gt;
High          Very important&lt;br /&gt;
Medium-High   Important&lt;br /&gt;
Medium        Somewhat important&lt;br /&gt;
Medium-Low    Only a little important&lt;br /&gt;
Low           Not important&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====+Limit:====&lt;br /&gt;
*Optional, for use with [[Enhanced sound|enhanced sound]]&lt;br /&gt;
*Can be used with or without an accompanying +Priority:&lt;br /&gt;
*Specifies how many instances of the sound can play at the same time&lt;br /&gt;
*overrides the engine default value&lt;br /&gt;
*Must be in the range 1 - 15&lt;br /&gt;
*See the [[Enhanced sound]] page for more information,&lt;br /&gt;
*Syntax: '''Integer'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Section ends with #Game Sounds End'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===#Interface Sounds Start===&lt;br /&gt;
Notes&lt;br /&gt;
*Interface sounds are not 3D sounds. You may specify '''+3D Sound:''' properties, but they will be ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example Line&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Name: CraneSound1&lt;br /&gt;
    +Filename: Crane_1&lt;br /&gt;
    +Preload: no&lt;br /&gt;
    +Volume: 0.50&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Name:====&lt;br /&gt;
*Specifies the sound handle which FSO will use to identify the sound from other tables&lt;br /&gt;
*If +nocreate is to be used, it must come after '''$Name:''' and before the '''String'''&lt;br /&gt;
*Syntax: '''String'''&lt;br /&gt;
{{Warning|&lt;br /&gt;
The name may not contain any whitespace (space or tab characters) or the old parsing code will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
*Allows editing of the sound without creating a new sound handle&lt;br /&gt;
*Must be placed after '''$Name:''' and before the '''String'''&lt;br /&gt;
*Example&lt;br /&gt;
**&amp;lt;pre&amp;gt;$Name: +nocreate SoundName&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====+Filename:====&lt;br /&gt;
*The name of the actual sound file to play&lt;br /&gt;
*Syntax: '''String'''&lt;br /&gt;
&lt;br /&gt;
====+Preload:====&lt;br /&gt;
*Specifies whether FSO should always preload the sound before the mission or not&lt;br /&gt;
*Syntax: '''Boolean'''&lt;br /&gt;
&lt;br /&gt;
====+Volume:====&lt;br /&gt;
*Specifies the volume the sound should be played at as a percentage&lt;br /&gt;
*Syntax: '''Float'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Section ends with #Interface Sounds End'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===#Flyby Sounds Start===&lt;br /&gt;
Notes&lt;br /&gt;
*Each species has two flyby sounds. One for the fighters and one for the bombers.&lt;br /&gt;
*Flyby sounds are all 3D sounds.&lt;br /&gt;
*Each flyby sound is defined on a line that begins with the species name ('''String''', species name, eg. '''$Terran:''').&lt;br /&gt;
*'''THE FLYBY SECTION CANNOT USE +nocreate'''&lt;br /&gt;
If you want to modify a flyby sound entry of a species in a modular table then you will need to have entries for both types.&lt;br /&gt;
&lt;br /&gt;
Line starts with '''$SPECIES:''' in the place of '''$Name:'''&lt;br /&gt;
&lt;br /&gt;
Example Terran Section&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Terran: 0&lt;br /&gt;
    +Filename: T_flyby1&lt;br /&gt;
    +Preload: no&lt;br /&gt;
    +Volume: 0.75&lt;br /&gt;
    +3D Sound:&lt;br /&gt;
        +Attenuation start: 200&lt;br /&gt;
        +Attenuation end: 400&lt;br /&gt;
&lt;br /&gt;
$Terran: 1&lt;br /&gt;
    +Filename: T_flyby2&lt;br /&gt;
    +Preload: no&lt;br /&gt;
    +Volume: 0.75&lt;br /&gt;
    +3D Sound:&lt;br /&gt;
        +Attenuation start: 200&lt;br /&gt;
        +Attenuation end: 400&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Name:====&lt;br /&gt;
*'''$Name''' must be replaced with '''$SPECIES''' as from the [[Species_defs.tbl]]&lt;br /&gt;
*Specifies the sound handle which FSO will use to identify the sound from other tables&lt;br /&gt;
*In this case it will usually be a '''1''' or a '''0'''&lt;br /&gt;
*Syntax: '''String'''&lt;br /&gt;
{{Warning|&lt;br /&gt;
The name may not contain any whitespace (space or tab characters) or the old parsing code will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+Filename:====&lt;br /&gt;
*The name of the actual sound file to play&lt;br /&gt;
*Syntax: '''String'''&lt;br /&gt;
&lt;br /&gt;
====+Preload:====&lt;br /&gt;
*Specifies whether FSO should always preload the sound before the mission or not&lt;br /&gt;
*Syntax: '''Boolean'''&lt;br /&gt;
&lt;br /&gt;
====+Volume:====&lt;br /&gt;
*Specifies the volume the sound should be played at as a percentage&lt;br /&gt;
*Syntax: '''Float'''&lt;br /&gt;
&lt;br /&gt;
====+3D Sound:====&lt;br /&gt;
*Sets up table syntax for specifying 3D sound options&lt;br /&gt;
*If present the sound will be loaded as a 3D sound&lt;br /&gt;
*No argument should be specified&lt;br /&gt;
*Must be accompanied by '''+Attenuation Start:''' and '''+Attenuation End:'''&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Start:====&lt;br /&gt;
*Defines the distance from the origin of the 3D sound where it begins to attenuate&lt;br /&gt;
*Must be preceded by '''+3D Sound:'''&lt;br /&gt;
*Syntax: '''Integer'''&lt;br /&gt;
&lt;br /&gt;
====+Attenuation End:====&lt;br /&gt;
*Defines the distance from the origin of the 3D sound where it is inaudible&lt;br /&gt;
*Must be preceded by '''+3D Sound:'''&lt;br /&gt;
*Syntax: '''Integer'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Section ends with #Flyby Sounds End'''&lt;br /&gt;
&lt;br /&gt;
==Retail Syntax==&lt;br /&gt;
{{Note|Many retail sound names are hardcoded to a specific type of sound, so removing entries is not recommended. However adding new ones or altering existing ones is possible.  See the [[Hardcoded sounds|hardcoded sounds]] for a list of which sounds have hardcoded names.}}&lt;br /&gt;
&lt;br /&gt;
In most entries, the name of the file ('''Second''' value) can be replaced with 'empty' if the particular sound index is not in use.&lt;br /&gt;
&lt;br /&gt;
===#Game Sounds Start===&lt;br /&gt;
Notes&lt;br /&gt;
*Cockpit sounds are in general non-3D sounds that ought to be of type '0', however all the other in-flight sounds are in general 3D sounds and ought to of type '1' (or type '2').&lt;br /&gt;
*Type 0 sounds do not require the '''Sixth''' and '''Seventh''' entries.&lt;br /&gt;
&lt;br /&gt;
Example Line&lt;br /&gt;
&amp;lt;pre&amp;gt;$Name: 6 breakup.wav, 0, 0.60, 1, 100, 800&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Line starts with ''$Name:'' and has seven entries separated by commas except for the first and second entries.&lt;br /&gt;
&lt;br /&gt;
**'''First''' value is the index number of the sound ('''Integer''')&lt;br /&gt;
**'''Second''' value is the name of actual sound file ('''String''', filename).&lt;br /&gt;
**'''Third''' value sets the file to always preloaded before the mission ('''Integer''', 0 or 1)&lt;br /&gt;
**'''Fourth''' value defines the playing volume of the sound in percentages ('''Float''', from 0 to 1)&lt;br /&gt;
**'''Fifth''' value sets the sound type to either standard sound (type '0'), 3D stereo sound (type '1'), or Aureal A3D (type '2'). This defaults to 3D stereo if it is not available ('''Integer''', 0, 1 or 2)&lt;br /&gt;
***'''Sixth''' value defines the distance from the origin of 3D sound where it begins to attenuate and is not used with normal non-3D sounds (type 0)('''Integer''')&lt;br /&gt;
***'''Seventh''' value sets the distance from the origin of the 3D sound where it is inaudible and is not used with normal non-3D sounds (type 0)('''Integer''')&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Section ends with #Game Sounds End'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===#Interface Sounds Start===&lt;br /&gt;
Notes&lt;br /&gt;
*Interface sounds are not 3D sounds. Use type '0' sounds. The '''Sixth''' and '''Seventh''' entries can be left out of sounds in this section.&lt;br /&gt;
&lt;br /&gt;
Example Line&lt;br /&gt;
&amp;lt;pre&amp;gt;$Name: 26 Crane_1.wav, 0, 0.50, 0&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Line starts with ''$Name:'' and has five entries separated by commas except for the first and second entries.&lt;br /&gt;
&lt;br /&gt;
**'''First''' value is the index number of the sound ('''Integer''')&lt;br /&gt;
**'''Second''' value is the name of actual sound file ('''String''', filename or '''Empty''').&lt;br /&gt;
**'''Third''' value sets the file to always preloaded before the mission ('''Integer''', 0 or 1)&lt;br /&gt;
**'''Fourth''' value defines the playing volume of the sound in percentages ('''Float''', from 0 to 1)&lt;br /&gt;
**'''Fifth''' value sets the sound type to either standard sound (type '0'), 3D stereo sound (type '1'), or Aureal A3D (type '2'). This defaults to 3D stereo if it is not available ('''Integer''', 0, 1 or 2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Section ends with #Interface Sounds End'''&lt;br /&gt;
&lt;br /&gt;
===#Flyby Sounds Start===&lt;br /&gt;
Notes&lt;br /&gt;
*Each species has two flyby sounds. One for the fighters and one for the bombers.&lt;br /&gt;
*Flyby sounds are all 3D sounds of type '1' for the '''Fifth''' value.&lt;br /&gt;
*Each flyby sound is defined on a single line that begins with the species name ('''String''', species name, eg. '''$Terran:''').&lt;br /&gt;
&lt;br /&gt;
Retail flyby section&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Flyby Sounds Start&lt;br /&gt;
&lt;br /&gt;
$Terran:	0	T_flyby1.wav,	0, 0.75, 1, 200, 400	; * Terran ship1 flyby player sound (3d sound)&lt;br /&gt;
$Terran:	1	T_flyby2.wav,	0, 0.75, 1, 200, 400	; * Terran ship1 flyby player sound (3d sound)&lt;br /&gt;
&lt;br /&gt;
$Vasudan:	0	V_flyby1.wav,	0, 0.85, 1, 200, 400	; * Vasudan ship1 flyby player sound (3d sound)&lt;br /&gt;
$Vasudan:	1	V_flyby2.wav,	0, 0.85, 1, 200, 400	; * Vasudan ship1 flyby player sound (3d sound)&lt;br /&gt;
&lt;br /&gt;
$Shivan:	0	S_flyby1.wav,	0, 0.75, 1, 200, 400	; * Shivan ship1 flyby player sound (3d sound)&lt;br /&gt;
$Shivan:	1	S_flyby2.wav,	0, 0.75, 1, 200, 400	; * Shivan ship1 flyby player sound (3d sound)&lt;br /&gt;
&lt;br /&gt;
#Flyby Sounds End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Line starts with ''$SPECIES:'' and has seven entries separated by commas except for the first and second entries.&lt;br /&gt;
&lt;br /&gt;
**'''First''' value is the label of the flyby sound, usually 0 for the first (small-ship) entry and 1 for the second (large-ship)entry. ('''Integer''')&lt;br /&gt;
**'''Second''' value is the name of actual sound file ('''String''', filename).&lt;br /&gt;
**'''Third''' value sets the file to always preloaded before the mission ('''Integer''', 0 or 1)&lt;br /&gt;
**'''Fourth''' value defines the playing volume of the sound in percentages ('''Float''', from 0 to 1)&lt;br /&gt;
**'''Fifth''' value sets the sound type and should be set to 3D stereo sound (type '1') ('''Integer''', 0, 1 or 2)&lt;br /&gt;
***'''Sixth''' value defines the distance from the origin of 3D sound where it begins to attenuate (type 0)('''Integer''')&lt;br /&gt;
***'''Seventh''' value sets the distance from the origin of the 3D sound where it is inaudible (type 0)('''Integer''')&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Section ends with #Flyby Sounds End'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
*Retail FreeSpace 2 table&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;&lt;br /&gt;
;  sounds.tbl *&lt;br /&gt;
;&lt;br /&gt;
;  file to specify general game sounds&lt;br /&gt;
;&lt;br /&gt;
;                     I M P O R T A N T&lt;br /&gt;
;  **********************************************************&lt;br /&gt;
;  *                                                        *&lt;br /&gt;
;  ====&amp;gt;  DO NOT MODIFY THE ORDER OF THE LISTED SOUNDS &amp;lt;====*&lt;br /&gt;
;  *                                                        *&lt;br /&gt;
;  **********************************************************&lt;br /&gt;
;                     I M P O R T A N T&lt;br /&gt;
;&lt;br /&gt;
;  If a sound entry appears in this file, there is a hook into the game to&lt;br /&gt;
;  play the sound.  This file can only be modified to change *existing* sounds.&lt;br /&gt;
;  Talk to a programmer if you want to add brand new sounds.  Adding a line to&lt;br /&gt;
;  this file will not make your sound appear in the game, it will more than&lt;br /&gt;
;  likely break something.&lt;br /&gt;
;&lt;br /&gt;
; 	If you don't want the sound to play, put none.wav as the sound to play.&lt;br /&gt;
;&lt;br /&gt;
;	The fields for a sound entry are:&lt;br /&gt;
;	1) unqiue sound signature&lt;br /&gt;
;	2) filename of the sound&lt;br /&gt;
;	3) flag to indicate sound should always be pre-loaded before a mission&lt;br /&gt;
;	4) the default volume (from 0.0 -&amp;gt; 1.0)&lt;br /&gt;
;	5) 0 - not 3d  1 - stereo 3D  2 - Aureal A3D (if available), otherwise use stereo 3D&lt;br /&gt;
;	6) distance at which sound starts to attenuate (for 3d sounds only)&lt;br /&gt;
;	7) distance at which sound is inaudible (for 3d sounds only)&lt;br /&gt;
;&lt;br /&gt;
#Game Sounds Start&lt;br /&gt;
; Misc sounds section						** = Aureal 3d support | * = FS = 3D support&lt;br /&gt;
$Name:	0	trk-loop.wav,		0, 0.40, 0		; Missle tracking to acquire a lock (looped)&lt;br /&gt;
$Name:	1	lock.wav,		0, 0.40, 0		; Missle lock (non-looping)&lt;br /&gt;
$Name:	2	cycle.wav,		0, 0.60, 0		; cycle primary weapon&lt;br /&gt;
$Name:	3	cycle.wav,		0, 0.60, 0		; cycle secondary weapon&lt;br /&gt;
$Name:	4	ship_p.wav,		0, 0.30, 0		; engine sound (as heard in cockpit)&lt;br /&gt;
$Name:	5	reveal.wav,		0, 0.40, 0		; cargo revealed &lt;br /&gt;
$Name:	6	breakup.wav,		0, 0.60, 1, 100, 800	; ship death roll (3d sound)&lt;br /&gt;
$Name:	7	boom_3.wav,		0, 0.90, 2, 600, 1200	; * ship explosion 1 (3d sound)&lt;br /&gt;
$Name:	8	beep_2.wav,		0, 0.40, 0		; target acquried&lt;br /&gt;
$Name:	9	switch_1.wav,		0, 0.50, 0		; energy level change success&lt;br /&gt;
$Name:	10	beep_5.wav,		0, 0.50, 0		; energy level change fail&lt;br /&gt;
$Name:	11	switch_2.wav,		0, 0.50, 0		; energy transfer success&lt;br /&gt;
$Name:	12	beep_5.wav,		0, 0.50, 0		; energy transfer faile&lt;br /&gt;
$Name:	13	thr_full.wav,		0, 0.40, 0		; set full throttle&lt;br /&gt;
$Name:	14	thr_off.wav,		0, 0.40, 0		; set zero throttle&lt;br /&gt;
$Name:	15	thr_up.wav,		0, 0.40, 0		; set 1/3 or 2/3 throttle (up)&lt;br /&gt;
$Name:	16	thr_dwn.wav,		0, 0.40, 0		; set 1/3 or 2/3 throttle (down)&lt;br /&gt;
$Name:	17	approach.wav,		0, 0.60, 1, 10, 800	; dock approach retros (3d sound)&lt;br /&gt;
$Name:	18	attach.wav,		0, 0.60, 1, 10, 800	; dock attach (3d sound)&lt;br /&gt;
$Name:	19	detach.wav,		0, 0.60, 1, 10, 800	; dock detach (3d sound)&lt;br /&gt;
$Name:	20	depart.wav,		0, 0.60, 1, 10, 800	; dock depart retros (3d sound)&lt;br /&gt;
$Name:	21	aburn_1.wav,		0, 0.70, 0		; afterburner engage (3d sound)&lt;br /&gt;
$Name:	22	aburn_2.wav,		0, 0.90, 0		; afterburner burn sound (looped)&lt;br /&gt;
$Name:	23	vaporize2.wav,		0, 0.90, 0		; Destroyed by a beam (vaporized)&lt;br /&gt;
$Name:	24	aburn_1f.wav,		0, 0.50, 0		; afterburner fail (no fuel when aburn pressed)&lt;br /&gt;
$Name:	25	alert_2.wav,		0, 0.40, 0		; heat-seeker launch warning&lt;br /&gt;
$Name:	26	m_fail.wav,		0, 0.60, 0		; tried to fire a missle when none are left&lt;br /&gt;
$Name:	27	l_fail.wav,		0, 0.60, 0		; tried to fire lasers when not enough energy left&lt;br /&gt;
$Name:	28	fail.wav,		0, 0.50, 0		; target fail sound (i.e. press targeting key, but nothing happens)&lt;br /&gt;
$Name:	29	beep_1.wav,		0, 0.50, 0		; squadmate message menu appears&lt;br /&gt;
$Name:	30	beep_1.wav,		0, 0.50, 0		; squadmate message menu disappears&lt;br /&gt;
$Name:	31	debris.wav,		0, 0.40, 2, 100, 300	; ** debris sound (persistant, looping) (3d sound)&lt;br /&gt;
$Name:	32	subhit.wav,		0, 0.60, 0		; subsystem gets destroyed on player ship&lt;br /&gt;
$Name:	33	m_load.wav,		0, 0.60, 1, 10, 50	; missle start load (during rearm/repair) (3d sound)&lt;br /&gt;
$Name:	34	m_lock.wav,		0, 0.50, 1, 10, 50	; missle load (during rearm/repair) (3d sound)&lt;br /&gt;
$Name:	35	repair.wav,		0, 0.50, 0		; ship is being repaired (during rearm/repair) (looped)&lt;br /&gt;
$Name:	36	l_hit.wav,		0, 0.90, 0, 30, 100	; * player ship is hit by laser fire (3d sound)&lt;br /&gt;
$Name:	37	m_hit.wav,		0, 0.90, 0, 30, 100	; * player ship is hit by missile (3d sound)&lt;br /&gt;
$Name:	38	cycle.wav,		0, 0.80, 0		; countermeasure cycle&lt;br /&gt;
$Name:	39	s_hit_4.wav,		0, 0.60, 1, 200, 600	; * shield hit (3d sound)&lt;br /&gt;
$Name:	40	s_hit_2.wav,		0, 0.80, 1, 10, 100	; * player shield is hit (3d sound)&lt;br /&gt;
$Name:	41	select.wav,		0, 0.60, 0		; mouse click&lt;br /&gt;
$Name:	42	alert_3.wav,		0, 0.60, 0		; aspect launch warning&lt;br /&gt;
$Name:	43	beep_4.wav,		0, 0.60, 0		; shield quadrant transfer successful&lt;br /&gt;
$Name:	44	wash.wav,		0, 0.80, 1, 200, 400	; Engine wash looping sound&lt;br /&gt;
$Name:	45	warp_1.wav,		0, 0.60, 2, 750, 1500	; ** warp hole opening up for arriving (3d sound)&lt;br /&gt;
$Name:	46	warp_1.wav,		0, 0.60, 2, 750, 1500	; ** warp hole opening up for departing (3d sound)&lt;br /&gt;
$Name:	47	aburn_1f.wav,		0, 0.50, 0		; player warp has failed&lt;br /&gt;
$Name:	48	static.wav,		0, 0.60, 0		; hud gauge static&lt;br /&gt;
$Name:	49	boom_1.wav,		0, 0.90, 1, 600, 1200	; * ship explosion 2 (3d sound)&lt;br /&gt;
$Name:	50	rev1.wav,		0, 0.70, 0		; ship is warping out in 3rd person&lt;br /&gt;
$Name:	51	s_hit_0.wav,		0, 0.70, 1, 100, 200	; * heavy ship-ship collide sound (3d sound)&lt;br /&gt;
$Name:	52	collide.wav,		0, 0.70, 1, 100, 200	; * light ship-ship collide sound (3d sound)&lt;br /&gt;
$Name:	53	s_hit_1.wav,		0, 0.70, 1, 100, 200	; * shield ship-ship collide overlay sound (3d sound)&lt;br /&gt;
$Name:	54	alert_1.wav,		0, 0.50, 0		; missile threat indicator flashes&lt;br /&gt;
$Name:	55	proximity1.wav,		0, 0.70, 0		; proximity warning (heat seeker)&lt;br /&gt;
$Name:	56	proximity2.wav,		0, 0.70, 0		; proximity warning (aspect)&lt;br /&gt;
$Name:	57	directive.wav,		0, 0.70, 0		; directive complete&lt;br /&gt;
$Name:	58	subhit2.wav,		0, 0.90, 1, 250,  800	; * other ship subsystem destroyed (3d sound)&lt;br /&gt;
$Name:	59	atomic.wav,		0, 0.90, 1, 2000, 4000	; * captial ship explosion (3d sound)&lt;br /&gt;
$Name:	60	subhit2.wav,		0, 0.90, 1, 250,  1500	; * captial ship subsystem destroyed (3d sound)&lt;br /&gt;
$Name:	61	warp2.wav,		0, 1.00, 1, 1500, 2000	; [obsolete] large ship warps out (looping 3d sound)&lt;br /&gt;
$Name:	62	ast_lghit.wav,		0, 0.80, 1, 750, 1500	; ** large asteroid blows up (3d sound)&lt;br /&gt;
$Name:	63	ast_smhit.wav,		0, 0.80, 1, 500, 1000	; ** small asteroid blows up (3d sound)&lt;br /&gt;
$Name:	64	cue_voice.wav,		0, 0.90, 0		; sound to indicate voice is about to start&lt;br /&gt;
$Name:	65	end_voice.wav,		0, 0.90, 0		; sound to indicate voice has ended&lt;br /&gt;
$Name:	66	scan.wav,		0, 0.50, 0		; cargo scanning (looping)&lt;br /&gt;
$Name:	67	l_flyby.wav,		0, 0.80, 1, 50, 250	; * weapon flyby sound&lt;br /&gt;
$Name:	68	asteroid.wav,		0, 0.50, 1, 200, 700	; [obsolete] asteroid sound (persistant, looping) (3d sound)&lt;br /&gt;
$Name:	69	warp_open.wav,		0, 1.00, 2, 2000, 4000	; capital warp hole opening (3d sound)&lt;br /&gt;
$Name:	70	warp_close.wav,		0, 1.00, 2, 2000, 4000	; capital warp hole closing (3d sound)&lt;br /&gt;
$Name:	71	rumble.wav,		0, 0.70, 1, 600, 1000	; LARGE engine ambient&lt;br /&gt;
$Name:	72	subspace_left.wav,	0, 0.30, 0		; subspace ambient sound (left channel) (looping)&lt;br /&gt;
$Name:	73	subspace_right.wav,	0, 0.30, 0		; subspace ambient sound (right channel) (looping)&lt;br /&gt;
$Name:	74	Evaded.wav,		0, 0.70, 0		; &amp;quot;evaded&amp;quot; HUD popup&lt;br /&gt;
$Name:	75	rumble.wav,		0, 0.70, 1, 600, 1000	; HUGE engine ambient&lt;br /&gt;
;&lt;br /&gt;
; Weapons section&lt;br /&gt;
;&lt;br /&gt;
$Name:	76	L_Sidearm.wav,		0, 0.50, 1,  50, 400	; SD-4 Sidearm laser fired&lt;br /&gt;
$Name:	77	L_Scalpel.wav,		0, 0.50, 1,  50, 400	; DR-2 Scalpel fired&lt;br /&gt;
$Name:	78	L_Flail2.wav,		0, 0.50, 1,  50, 400	; Flail II fired&lt;br /&gt;
$Name:	79	L_Prom_R.wav,		0, 0.50, 1,  50, 400	; Prometheus R laser fired&lt;br /&gt;
$Name:	80	L_Prom_S.wav,		0, 0.50, 1,  50, 400	; Prometheus S laser fired&lt;br /&gt;
$Name:	81	L_Newton.wav,		0, 0.50, 1,  50, 400	; GTW-66 Newton Cannon fired&lt;br /&gt;
$Name:	82	L_Kayser.wav,		0, 0.55, 1,  50, 400	; UD-8 Kayser Laser fired&lt;br /&gt;
$Name:	83	L_Circle.wav,		0, 0.50, 1,  50, 400	; GTW-19 Circe laser fired&lt;br /&gt;
$Name:	84	L_Lich.wav,		0, 0.50, 1,  50, 400	; GTW-83 Lich laser fired&lt;br /&gt;
$Name:	85	hit_1.wav,		0, 0.90, 1, 200, 800	; Laser impact&lt;br /&gt;
$Name:	86	L_Vasmid.wav,		0, 0.50, 1,  50, 400	; Subach-HLV Vasudan laser&lt;br /&gt;
$Name:	87	m_wasp.wav,		0, 0.80, 1,  50, 400	; rockeye missile launch&lt;br /&gt;
$Name:	88	boom_2.wav,		0, 0.80, 1, 500, 1000	; missile impact 1&lt;br /&gt;
$Name:	89	m_mag.wav,		0, 0.80, 1,  50, 400	; mag pulse missile launch&lt;br /&gt;
$Name:	90	m_fury.wav,		0, 0.80, 1,  50, 400	; fury missile launch&lt;br /&gt;
$Name:	91	m_shrike.wav,		0, 0.80, 1,  50, 400	; shrike missile launch&lt;br /&gt;
$Name:	92	m_angel.wav,		0, 0.80, 1,  50, 400	; angel fire missile launch&lt;br /&gt;
$Name:	93	m_cluster.wav,		0, 0.80, 1,  50, 400	; cluster bomb launch&lt;br /&gt;
$Name:	94	m_clusterb.wav,		0, 0.80, 1,  50, 400	; cluster baby bomb launch&lt;br /&gt;
$Name:	95	m_stiletto.wav,		0, 0.80, 1,  50, 400	; stiletto bomb launch&lt;br /&gt;
$Name:	96	m_tsunami.wav,		0, 0.80, 1,  50, 400	; tsunami bomb launch&lt;br /&gt;
$Name:	97	m_harbinger.wav,	0, 0.80, 1,  50, 400	; harbinger bomb launch&lt;br /&gt;
$Name:	98	m_mega.wav,		0, 0.80, 1,  50, 400	; mega wokka launch&lt;br /&gt;
$Name:	99	counter_1.wav,		0, 0.70, 1,  50, 200	; countermeasure 1 launch&lt;br /&gt;
$Name:	100	l_alien1.wav,		0, 0.60, 1,  50, 400	; Shivan light laser (3d sound)&lt;br /&gt;
$Name:	101	clusterboom.wav,	0, 0.80, 1, 750, 2000	; shockwave ignition (3d sound)&lt;br /&gt;
$Name:	102	m_swarm.wav,		0, 0.70, 1,  50, 400	; swarm missile sound (3d sound)&lt;br /&gt;
$Name:	103	l_alien2.wav,		0, 0.60, 1, 100, 400	; Shivan heavy laser (3d sound)&lt;br /&gt;
$Name:	104	capital4.wav,		0, 0.70, 1, 500, 1500	; Vasudan SuperCap engine (3d sound)&lt;br /&gt;
$Name:	105	capital5.wav,		0, 0.70, 1, 500, 1500	; Shivan SuperCap engine (3d sound)&lt;br /&gt;
$Name:	106	capital6.wav,		0, 0.70, 1, 500, 1500	; Terran SuperCap engine (3d sound)&lt;br /&gt;
$Name:	107	l_vaslight.wav,		0, 0.60, 1,  50, 400	; Vasudan light laser fired (3d sound)&lt;br /&gt;
$Name:	108	l_alien3.wav,		0, 0.60, 1,  50, 400	; Shivan heavy laser (3d sound)&lt;br /&gt;
$Name:	109	shockwave.wav,		0, 1.00, 1,  50, 800	; ** shockwave impact (3d sound)&lt;br /&gt;
$Name:	110	Turret_T1.wav,		0, 0.50, 2, 200, 1000	; TERRAN TURRET 1&lt;br /&gt;
$Name:	111	Turret_T2.wav,		0, 0.50, 2, 200, 1000	; TERRAN TURRET 2&lt;br /&gt;
$Name:	112	Turret_V1.wav,		0, 0.50, 2, 200, 1000	; VASUDAN TURRET 1&lt;br /&gt;
$Name:	113	Turret_V2.wav,		0, 0.50, 2, 200, 1000	; VASUDAN TURRET 2&lt;br /&gt;
$Name:	114	Turret_S1.wav,		0, 0.50, 2, 200, 1000	; SHIVAN TURRET 1&lt;br /&gt;
$Name:	115	paintloop.wav,		0, 0.60, 1,  50, 200	; targeting laser loop sound&lt;br /&gt;
$Name:	116	FlakLaunch.wav,		0, 0.60, 1, 250, 1000	; Flak Gun Launch&lt;br /&gt;
$Name:	117	boom_4.wav,		0, 0.80, 1, 400, 800	; Flak Gun Impact&lt;br /&gt;
$Name:	118	m_emp.wav,		0, 0.60, 1,  50, 400	; EMP Missle&lt;br /&gt;
$Name:	119	Escape.wav,		0, 0.60, 1, 200, 600	; Escape Pod Drone&lt;br /&gt;
$Name:	120	Vaporize1.wav,		0, 0.70, 0		; Beam Hit 1&lt;br /&gt;
$Name:	121	beam_loop.wav,		0, 0.70, 2, 1500, 3000	; beam loop&lt;br /&gt;
$Name:	122	beam_up.wav,		0, 0.70, 2, 1500, 3000	; beam power up&lt;br /&gt;
$Name:	123	beam_down.wav,		0, 0.70, 2, 1500, 3000	; beam power down&lt;br /&gt;
$Name:	124	beam_shot1.wav,		0, 0.70, 2, 1500, 2500	; Beam shot 1&lt;br /&gt;
$Name:	125	beam_shot2.wav,		0, 0.70, 2, 1500, 2500	; Beam shot 2&lt;br /&gt;
;Ship Engine Sounds section&lt;br /&gt;
$Name:	126	ship_a1.wav,		0, 0.60, 1, 200, 400	; Terran fighter engine (3d sound)&lt;br /&gt;
$Name:	127	ship_a2.wav,		0, 0.70, 1, 300, 600	; Terran bomber engine (3d sound)&lt;br /&gt;
$Name:	128	ship_a3.wav,		0, 0.80, 1, 400, 800	; Terran cruiser engine (3d sound)&lt;br /&gt;
$Name:	129	ship_b1.wav,		0, 0.70, 1, 200, 400	; Vasudan fighter engine (3d sound)&lt;br /&gt;
$Name:	130	ship_b2.wav,		0, 0.80, 1, 300, 600	; Vasudan bomber engine (3d sound)&lt;br /&gt;
$Name:	131	ship_b3.wav,		0, 0.80, 1, 400, 800	; Vasudan cruiser engine (3d sound)&lt;br /&gt;
$Name:	132	ship_c1.wav,		0, 0.60, 1, 200, 400	; Shivan fighter engine (3d sound)&lt;br /&gt;
$Name:	133	ship_c2.wav,		0, 0.70, 1, 300, 600	; Shivan bomber engine (3d sound)&lt;br /&gt;
$Name:	134	ship_c3.wav,		0, 0.80, 1, 400, 800	; Shivan cruiser engine (3d sound)&lt;br /&gt;
$Name:	135	beacon.wav,		0, 0.60, 1, 300, 600	; Repair ship beacon/engine sound (3d sound)&lt;br /&gt;
$Name:	136	capital1.wav,		0, 0.70, 1, 500, 1500	; Terran capital engine (3d sound)&lt;br /&gt;
$Name:	137	capital2.wav,		0, 0.70, 1, 500, 1500	; Vasudan capital engine (3d sound)&lt;br /&gt;
$Name:	138	capital3.wav,		0, 0.70, 1, 500, 1500	; Shivan capital engine (3d sound)&lt;br /&gt;
; Electrical arc sound fx on the debris pieces&lt;br /&gt;
$Name:	139	Arc_01.wav,		0, 0.30, 2, 200, 500	; ** 0.10 second spark sound effect (3d sound)&lt;br /&gt;
$Name:	140	Arc_02.wav,		0, 0.30, 2, 200, 500	; ** 0.25 second spark sound effect (3d sound)&lt;br /&gt;
$Name:	141	Arc_03.wav,		0, 0.30, 2, 200, 500	; ** 0.50 second spark sound effect (3d sound)&lt;br /&gt;
$Name:	142	Arc_04.wav,		0, 0.30, 2, 200, 500	; ** 0.75 second spark sound effect (3d sound)&lt;br /&gt;
$Name:	143	Arc_05.wav,		0, 0.30, 2, 200, 500	; ** 1.00 second spark sound effect (3d sound)&lt;br /&gt;
; Beam Sounds&lt;br /&gt;
$Name:	144	BT_LTerSlash.wav,	0, 0.70, 2, 1500, 3000	; LTerSlash 	beam loop&lt;br /&gt;
$Name:	145	BT_TerSlash.wav,	0, 0.70, 2, 1500, 3000	; TerSlash	beam loop&lt;br /&gt;
$Name:	146	BT_SGreen.wav,		0, 0.70, 2, 1500, 3000	; SGreen 	beam loop&lt;br /&gt;
$Name:	147	BT_BGreen.wav,		0, 0.70, 2, 1500, 3000	; BGreen	beem loop&lt;br /&gt;
$Name:	148	BT_BFGreen.wav,		0, 0.70, 2, 1500, 3000	; BFGreen	been loop&lt;br /&gt;
$Name:	149	BT_AntiFtr.wav,		0, 0.70, 2, 1500, 3000	; Antifighter 	beam loop&lt;br /&gt;
$Name:	150	BT_up_1.wav,		0, 0.60, 2, 1500, 3000	; 1 sec		warm up&lt;br /&gt;
$Name:	151	BT_up_1.5.wav,		0, 0.60, 2, 1500, 3000	; 1.5 sec 	warm up&lt;br /&gt;
$Name:	152	BT_up_2.5.wav,		0, 0.60, 2, 1500, 3000	; 2.5 sec 	warm up&lt;br /&gt;
$Name:	153	BT_up_3.wav,		0, 0.60, 2, 1500, 3000	; 3 sec 	warm up&lt;br /&gt;
$Name:	154	BT_up_3.5.wav,		0, 0.60, 2, 1500, 3000	; 3.5 sec 	warm up&lt;br /&gt;
$Name:	155	BT_up_5.wav,		0, 0.60, 2, 1500, 3000	; 5 sec 	warm up&lt;br /&gt;
$Name:	156	BT_dwn_1.wav,		0, 0.70, 2, 2000, 3000	; LTerSlash	warm down&lt;br /&gt;
$Name:	157	BT_dwn_2.wav,		0, 0.70, 2, 2000, 3000	; TerSlash	warm down&lt;br /&gt;
$Name:	158	BT_dwn_3.wav,		0, 0.70, 2, 2000, 3000	; SGreen	warm down&lt;br /&gt;
$Name:	159	BT_dwn_4.wav,		0, 0.70, 2, 2000, 3000	; BGreen	warm down&lt;br /&gt;
$Name:	160	BT_dwn_5.wav,		0, 0.70, 2, 2000, 3000	; BFGreen	warm down&lt;br /&gt;
$Name:	161	BT_dwn_6.wav,		0, 0.70, 2, 2000, 3000	; T_AntiFtr	warm down&lt;br /&gt;
$Name:	162	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	163	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	164	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	165	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	166	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	167	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	168	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	169	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	170	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	171	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	172	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	173	SupNova1.wav,		0, 1.00, 0		; SuperNova (distant)&lt;br /&gt;
$Name:	174	SupNova2.wav,		0, 1.00, 0		; SuperNova (shockwave)&lt;br /&gt;
$Name:	175	ship_c4.wav,		0, 0.80, 1, 400, 800	; Shivan large engine (3d sound)&lt;br /&gt;
$Name:	176	ship_c5.wav,		0, 0.80, 1, 400, 1000	; Shivan large engine (3d sound)&lt;br /&gt;
$Name:	177	BS_SRed.wav,		0, 0.70, 2, 1500, 3000	; SRed 		beam loop&lt;br /&gt;
$Name:	178	BS_LRed.wav,		0, 0.70, 2, 1500, 3000	; LRed		beam loop&lt;br /&gt;
$Name:	179	BS_AntiFtr.wav,		0, 0.70, 2, 1500, 3000	; Antifighter	beam loop&lt;br /&gt;
$Name:	180	Thunder_01.wav,		0, 0.70, 0		; Thunder 1 sound in neblua&lt;br /&gt;
$Name:	181	Thunder_02.wav,		0, 0.70, 0		; Thunder 2 sound in neblua&lt;br /&gt;
$Name:	182	BS_up_1.wav,		0, 0.60, 2, 1500, 3000	; 1 sec 	warm up&lt;br /&gt;
$Name:	183	BS_up_1.5.wav,		0, 0.60, 2, 1500, 3000	; 1.5 sec 	warm up&lt;br /&gt;
$Name:	184	BS_up_3.wav,		0, 0.60, 2, 1500, 3000	; 3 sec 	warm up&lt;br /&gt;
$Name:	185	Commnode.wav,		0, 0.60, 1, 200,  500	; Shivan Commnode&lt;br /&gt;
$Name:	186	Pirate.wav,		0, 0.60, 1, 400,  1000	; Volition PirateShip&lt;br /&gt;
$Name:	187	BS_dwn_1.wav,		0, 0.70, 2, 2000, 3000	; SRed 		warm down&lt;br /&gt;
$Name:	188	BS_dwn_2.wav,		0, 0.70, 2, 2000, 3000	; LRed 		warm down&lt;br /&gt;
$Name:	189	BS_dwn_3.wav,		0, 0.70, 2, 2000, 3000	; AntiFtr	warm down&lt;br /&gt;
$Name:	190	Inst1.wav,		0, 0.80, 1, 500, 2000	; Instellation 1&lt;br /&gt;
$Name:	191	Inst2.wav,		0, 0.80, 1, 500, 2000	; Instellation 2&lt;br /&gt;
&lt;br /&gt;
;SCP ADDED SOUNDS START HERE&lt;br /&gt;
$Name:  200     m_load.wav,		0, 0.60, 1, 10, 50	; Ballistic Weapon Rearm Start&lt;br /&gt;
$Name:	201	m_lock.wav,		0, 0.50, 1, 10, 50	; Ballistic Weapon Rearm&lt;br /&gt;
;&lt;br /&gt;
#Game Sounds End&lt;br /&gt;
;&lt;br /&gt;
#Interface Sounds Start&lt;br /&gt;
$Name:	0	user_c.wav,		0, 0.70, 0		; mouse click&lt;br /&gt;
$Name:	1	empty,			0, 0.70, 0		; pick up a ship icon (not used)&lt;br /&gt;
$Name:	2	load01.wav,		0, 0.60, 0		; drop a ship icon on a wing slot&lt;br /&gt;
$Name:	3	unload01.wav,		0, 0.60, 0		; drop a ship icon back to the list&lt;br /&gt;
$Name:	4	beep_4.wav,		0, 0.70, 0		; press briefing, ship selection or weapons bar (top-left)&lt;br /&gt;
$Name:	5	user_c.wav,		0, 0.70, 0		; Switching to a new screen, but not commit&lt;br /&gt;
$Name:	6	beep_4.wav,		0, 0.70, 0		; help pressed&lt;br /&gt;
$Name:	7	commit.wav,		0, 0.60, 0		; commit pressed&lt;br /&gt;
$Name:	8	user_c.wav,		0, 0.70, 0		; prev/next pressed&lt;br /&gt;
$Name:	9	user_c.wav,		0, 0.70, 0		; scroll pressed (and scroll)&lt;br /&gt;
$Name:	10	fail.wav,		0, 0.70, 0		; general failure sound for any event&lt;br /&gt;
$Name:	11	shipview.wav,		0, 0.50, 0		; ship animation starts (ie text and ship first appear)&lt;br /&gt;
$Name:	12	main_amb.wav,		0, 0.60, 0		; ambient sound for the Terran main hall (looping)&lt;br /&gt;
$Name:	13	vas_amb.wav,		0, 0.60, 0		; ambient sound for the Vasudan main hall (looping)&lt;br /&gt;
$Name:	14	user_a.wav,		0, 0.70, 0		; brief stage change&lt;br /&gt;
$Name:	15	user_i.wav,		0, 0.70, 0		; brief stage change fail&lt;br /&gt;
$Name:	16	beep_3.wav,		0, 0.70, 0		; selet brief icon&lt;br /&gt;
$Name:	17	user_o.wav,		0, 0.50, 0		; user_over (mouse over a control)&lt;br /&gt;
$Name:	18	user_c.wav,		0, 0.70, 0		; user_click (mouse selects a control)&lt;br /&gt;
$Name:	19	reset.wav,		0, 0.70, 0		; reset (or similar button) pressed&lt;br /&gt;
$Name:	20	textdraw.wav,		0, 0.60, 0		; briefing text wipe&lt;br /&gt;
$Name:	21	Lift_Mix.wav,		0, 0.50, 0		; main hall - elevator&lt;br /&gt;
$Name:	22	weapview.wav,		0, 0.60, 0		; weapon animation starts&lt;br /&gt;
$Name:	23	dooropen.wav,		0, 0.50, 0		; door in main hall opens&lt;br /&gt;
$Name:	24	doorclose.wav,		0, 0.50, 0		; door in main hall closes&lt;br /&gt;
$Name:	25	itemdraw.wav,		0, 0.50, 0		; glow in main hall opens&lt;br /&gt;
$Name:	26	Crane_1.wav,		0, 0.50, 0		; main hall - crane 1&lt;br /&gt;
$Name:	27	sub_amb.wav,		0, 0.60, 0		; ambient sound for menus off the main hall (looping)&lt;br /&gt;
$Name:	28	user_c.wav,		0, 0.70, 0		; popup dialog box appeared&lt;br /&gt;
$Name:	29	user_c.wav,		0, 0.70, 0		; popup dialog box goes away&lt;br /&gt;
$Name:	30	1_yes.wav,		0, 1.00, 0		; voice clip played when volume slider changes&lt;br /&gt;
$Name:	31	Crane_2.wav,		0, 0.50, 0		; main hall - crane 2&lt;br /&gt;
$Name:	32	Option1.wav,		0, 0.70, 0		; main hall options - mouse on &lt;br /&gt;
$Name:	33	Option2.wav,		0, 0.70, 0		; main hall options - mouse off&lt;br /&gt;
$Name:	34	Techroom1.wav,		0, 0.70, 0		; main hall tech room - mouse on&lt;br /&gt;
$Name:	35	Techroom2.wav,		0, 0.70, 0		; main hall tech room - mouse off&lt;br /&gt;
$Name:	36	Exitopen.wav,		0, 0.60, 0		; main hall exit open&lt;br /&gt;
$Name:	37	Exitclose.wav,		0, 0.60, 0		; main hall exit close&lt;br /&gt;
$Name:	38	pa_1.wav,		0, 0.50, 0		; main hall random intercom 1&lt;br /&gt;
$Name:	39	pa_2.wav,		0, 0.50, 0		; main hall random intercom 2&lt;br /&gt;
$Name:	40	pa_3.wav,		0, 0.50, 0		; main hall random intercom 3&lt;br /&gt;
$Name:	41	highlight.wav,		0, 0.40, 0		; spinning highlight in briefing&lt;br /&gt;
$Name:	42	noiz.wav,		0, 0.40, 0		; static in a briefing stage cut&lt;br /&gt;
$Name:	43	Camp_on.wav,		0, 0.70, 0		; main hall campaign - mouse on&lt;br /&gt;
$Name:	44	Camp_off.wav,		0, 0.70, 0		; main hall campaign - mouse off&lt;br /&gt;
$Name:	45	V_Hatch_Open.wav,	0, 0.70, 0		; vasudan hall - exit open  &lt;br /&gt;
$Name:	46	V_Hatch_Close.wav,	0, 0.70, 0		; vasudan hall - exit close&lt;br /&gt;
$Name:	47	V_Roll_Open.wav,	0, 0.80, 0		; vasudan hall - hatch open &lt;br /&gt;
$Name:	48	V_Roll_Close.wav,	0, 0.80, 0		; vasudan hall - hatch close&lt;br /&gt;
$Name:	49	V_Lift_Up.wav,		0, 0.70, 0		; vasudan hall - lift up&lt;br /&gt;
$Name:	50	V_Lift_Down.wav,	0, 0.70, 0		; vasudan hall - lift down&lt;br /&gt;
$Name:	51	V_Lite_On.wav,		0, 0.70, 0		; vasudan hall - glow on&lt;br /&gt;
$Name:	52	V_Lite_Off.wav,		0, 0.70, 0		; vasudan hall - glow off&lt;br /&gt;
$Name:	53	Skiff.wav,		0, 0.70, 0		; vasudan hall - skiff loop&lt;br /&gt;
$Name:	54	V_Map_On.wav,		0, 0.70, 0		; vasudan hall - screen on&lt;br /&gt;
$Name:	55	V_Map_Off.wav,		0, 0.70, 0		; vasudan hall - screen off&lt;br /&gt;
$Name:	56	V_Head_1.wav,		0, 0.70, 0		; vasudan hall - vasudan greeting&lt;br /&gt;
$Name:	57	V_Head_2.wav,		0, 0.70, 0		; vasudan hall - vasudan bye&lt;br /&gt;
$Name:	58	V_Pa_01.wav,		0, 0.70, 0		; vasudan hall - vasudan pa 1&lt;br /&gt;
$Name:	59	V_Pa_02.wav,		0, 0.70, 0		; vasudan hall - vasudan pa 2&lt;br /&gt;
$Name:	60	V_Pa_03.wav,		0, 0.70, 0		; vasudan hall - vasudan pa 3&lt;br /&gt;
$Name:	61	bup.wav,		0, 0.90, 0		; bup bup bup-bup bup bup&lt;br /&gt;
$Name:	62	thankyou.wav,		0, 0.90, 0		; thankyou&lt;br /&gt;
$Name:	63	V_Exit_Open.wav,	0, 0.70, 0		; vasudan hall - exit open&lt;br /&gt;
$Name:	64	V_Exit_Close.wav,	0, 0.70, 0		; vasudan hall - exit close&lt;br /&gt;
;&lt;br /&gt;
#Interface Sounds End&lt;br /&gt;
;&lt;br /&gt;
; Each species can have up to 4 different flyby sounds&lt;br /&gt;
; NOTE : the parse code expects to see exactly 2 sounds for terran, then 2 for vasudan, then 2 for shivan&lt;br /&gt;
;        the first sound for each species is the fighter/small flyby sound. the second is the bomber/big flyby sound&lt;br /&gt;
#Flyby Sounds Start&lt;br /&gt;
&lt;br /&gt;
$Terran:	0	T_flyby1.wav,	0, 0.75, 1, 200, 400	; * Terran ship1 flyby player sound (3d sound)&lt;br /&gt;
$Terran:	1	T_flyby2.wav,	0, 0.75, 1, 200, 400	; * Terran ship1 flyby player sound (3d sound)&lt;br /&gt;
&lt;br /&gt;
$Vasudan:	0	V_flyby1.wav,	0, 0.85, 1, 200, 400	; * Vasudan ship1 flyby player sound (3d sound)&lt;br /&gt;
$Vasudan:	1	V_flyby2.wav,	0, 0.85, 1, 200, 400	; * Vasudan ship1 flyby player sound (3d sound)&lt;br /&gt;
&lt;br /&gt;
$Shivan:	0	S_flyby1.wav,	0, 0.75, 1, 200, 400	; * SHIVAN ship1 flyby player sound (3d sound)&lt;br /&gt;
$Shivan:	1	S_flyby2.wav,	0, 0.75, 1, 200, 400	; * SHIVAN ship1 flyby player sound (3d sound)&lt;br /&gt;
&lt;br /&gt;
#Flyby Sounds End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Modular_Tables&amp;diff=58643</id>
		<title>Modular Tables</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Modular_Tables&amp;diff=58643"/>
		<updated>2019-01-29T05:45:32Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: /* Supported Modular Tables */ making a note of sounds.tbl's peculiarities with +nocreate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Modular tables''' are an SCP addition to the standard FreeSpace table system. Each modular table (.tbm extension) adds or modifies data from its related base table (.tbl extension). So there's no more need to edit the 'parent' table. A modular table file is not restricted to one entry.&lt;br /&gt;
&lt;br /&gt;
The base table each modular table modifies depends on the ending three letters of its name. See [[Modular Tables#Supported Modular Tables|the list of supported modular tables]] below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==Important Notes== &lt;br /&gt;
===Loading Order===&lt;br /&gt;
* Modular table files should use the 'parent table' sections. They should also keep their entry order.&lt;br /&gt;
* Completely new entries and also complete rewrites of entries in parent table file are always possible.&lt;br /&gt;
* '''Loading order:'''&lt;br /&gt;
** The base table (.tbl) is loaded first despite its location priority, (see [[Command-Line_Reference#-mod|-mod flag help]] for more info about priority places). Of course, if there are several versions of the same base table in several vps or /data/tables folders, only the highest priority one will be loaded.&lt;br /&gt;
** Then, ALL its related tbms are loaded, even if they are in a lower priority place than the base tbl table. I.e, '''tbms are always applied'''. If there are several versions of the same file you can imagine what happens.&lt;br /&gt;
** When they are loaded, tbms start being applied in reverse priority order; ie, tbms are applied from the lowest priority place to the highest priority place.&lt;br /&gt;
** The former rule makes that, if there are conflictive entries in several tables, '''the highest priority ones will override the rest''' because they will be the last applied changes.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font color=red&amp;gt;'''EXTREMELY IMPORTANT NOTE:'''&amp;lt;/font&amp;gt; Because of an already solved bug, '''fs_open versions till 3.6.9. (included)''' apply tbms in direct priority order, from the highest priority to the lowest one. In this way, '''the lowest priority entries override the rest'''. As example, this issue makes impossible overriding mediavps tbm settings from any tbm inside a main mod which uses this art enhancement as a secondary mod. The only way you have is overriding the whole table as explained below.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It is not recommended to have multiple tbms inside the same priority location (vp or /data/tables folder) that contain conflicting entries. While it is possible to do so anyway, and the order is deterministic (files are loaded in reverse-alphabetical order), this is a pretty strange mod design: why should you put conflicting versions of any class of modular table in the same location? Just edit and merge them, deleting undesired entries.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
** Derived from priority and tbm handling, the only two ways to override the settings of AnExistingTable-xxx.tbm are:&lt;br /&gt;
*** Adding another AnExistingTable-xxx.tbm in a higher priority place so it gets loaded instead of the original version.&lt;br /&gt;
*** Overriding every single AnExistingTable-xxx.tbm entry, using one or several other -xxx.tbm tables located in higher priority places.&lt;br /&gt;
&lt;br /&gt;
===Numerical Limit===&lt;br /&gt;
Before r11156, there was a hardcoded limit for the number of tbms of a given type that Freespace Open would recognize; the first 32 files detected by a call to parse_modular_table() were the only ones loaded. This manifested as data simply not being read by the game, and could result in the loss of, for example, ships or weapons when new ones were added. This occurred in reverse alphabetical order. In order to get around this, one had to consolidate their tbms into fewer files; now, FSO should recognize any number of files, and this should no longer be necessary.&lt;br /&gt;
&lt;br /&gt;
==eXtendable Modular Tables==&lt;br /&gt;
In addition, some modular tables are XMTs (or eXtentable Modular Tables). They offer capability to add new partial entries or make partial editing to each entry. Within XMT tbms:&lt;br /&gt;
* All fields are optional. But toplevel entries, of course, because you ''do need'' to specify which item you want to modify.&lt;br /&gt;
* Toplevel entries can replace part of other existing toplevel entries. Only changed parameters should be specified.&lt;br /&gt;
* Addition of the '''+nocreate''' parameter. This parameter should be entered right after entry name and prevents possible creation of partially undefined entry. For example, if the parent table file lacked the entry that was included to the as a partial entry to the modular table file then the creation of partially undefined entry is possible which could cause problems with the game.&lt;br /&gt;
**Example:&lt;br /&gt;
&lt;br /&gt;
   $Name:              @Subach HL-7&lt;br /&gt;
      +nocreate&lt;br /&gt;
&lt;br /&gt;
==Supported Modular Tables==&lt;br /&gt;
The list of supported tbms is:&lt;br /&gt;
&lt;br /&gt;
*[[ai_profiles.tbl]] can be extended with '''xxx-aip.tbm''' (XMT)&lt;br /&gt;
*[[armor.tbl]] can be extended with '''xxx-amr.tbm''' (non-XMT)&lt;br /&gt;
*[[colors.tbl]] can be extended with '''xxx-clr.tbm''' (non-XMT)&lt;br /&gt;
*[[credits.tbl]] can be extended with '''xxx-crd.tbm''' (non-XMT)&lt;br /&gt;
*[[fireball.tbl]] can be extended with '''xxx-fbl.tbm''' (non-XMT)&lt;br /&gt;
*[[game_settings.tbl]] can be extended with '''xxx-mod.tbm''' (non-XMT)&lt;br /&gt;
*[[glowpoints.tbl]] can be extended with '''xxx-gpo.tbm''' (non-XMT... sort of; has '''+nocreate''' but the whole entry must be re-specified, and duplicates are discarded without '''+nocreate''')&lt;br /&gt;
*[[help.tbl]] can be extended with '''xxx-hlp.tbm''' (non-XMT)&lt;br /&gt;
*[[hud_gauges.tbl]] can be extended with '''xxx-hdg.tbm''' (non-XMT)&lt;br /&gt;
*[[mainhall.tbl]] can be extended with '''xxx-hall.tbm''' (non-XMT)&lt;br /&gt;
*[[mflash.tbl]] can be extended with '''xxx-mfl.tbm''' (non-XMT)&lt;br /&gt;
*[[music.tbl]] can be extended with '''xxx-mus.tbm''' (XMT)&lt;br /&gt;
*[[objecttypes.tbl]] can be extended with '''xxx-obt.tbm''' (XMT)&lt;br /&gt;
*[[scripting.tbl]] can be extended with '''xxx-sct.tbm''' (non-XMT)&lt;br /&gt;
*[[ships.tbl]] can be extended with '''xxx-shp.tbm''' (XMT)&lt;br /&gt;
*[[sounds.tbl]] can be extended with '''xxx-snd.tbm''' (XMT, but '''+nocreate''' is required to modify an existing entry)&lt;br /&gt;
*[[species_defs.tbl]] can be extended with '''xxx-sdf.tbm''' (XMT)&lt;br /&gt;
*[[ssm.tbl]] can be extended with '''xxx-ssm.tbm''' (non-XMT)&lt;br /&gt;
*[[stars.tbl]] can be extended with '''xxx-str.tbm''' (non-XMT)&lt;br /&gt;
*[[strings.tbl]] can be extended with '''xxx-lcl.tbm''' (non-XMT)&lt;br /&gt;
*[[tstrings.tbl]] can be extended with '''xxx-tlc.tbm''' (non-XMT)&lt;br /&gt;
*[[weapons.tbl]] can be extended with '''xxx-wep.tbm''' (XMT)&lt;br /&gt;
*[[weapon_expl.tbl]] can be extended with '''xxx-wxp.tbm''' (non-XMT)&lt;br /&gt;
&lt;br /&gt;
==Sample - Alpha-wep.tbm==&lt;br /&gt;
*Changes the speed of the ''Subach HL-7'' and also adds a faint grey trail to it.&lt;br /&gt;
*To create it make a text file using a text editor and save the file as '''''Alpha-wep.tbm''''' with the following contents to the proper folder (.../data/tables).&lt;br /&gt;
&lt;br /&gt;
   #Primary Weapons&lt;br /&gt;
   $Name:              @Subach HL-7&lt;br /&gt;
      +nocreate&lt;br /&gt;
   $Velocity:         650.0	&lt;br /&gt;
   $Trail:&lt;br /&gt;
      +Start Width:      0.4&lt;br /&gt;
      +End Width:        0.0&lt;br /&gt;
      +Start Alpha:      0.35&lt;br /&gt;
      +End Alpha:        0.0&lt;br /&gt;
      +Max Life:         0.2&lt;br /&gt;
      +Bitmap:           Contrail&lt;br /&gt;
   #End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Modular_Tables&amp;diff=58642</id>
		<title>Modular Tables</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Modular_Tables&amp;diff=58642"/>
		<updated>2019-01-29T05:41:49Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: /* Supported Modular Tables */ this caveat was added to the wrong file by accident&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Modular tables''' are an SCP addition to the standard FreeSpace table system. Each modular table (.tbm extension) adds or modifies data from its related base table (.tbl extension). So there's no more need to edit the 'parent' table. A modular table file is not restricted to one entry.&lt;br /&gt;
&lt;br /&gt;
The base table each modular table modifies depends on the ending three letters of its name. See [[Modular Tables#Supported Modular Tables|the list of supported modular tables]] below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==Important Notes== &lt;br /&gt;
===Loading Order===&lt;br /&gt;
* Modular table files should use the 'parent table' sections. They should also keep their entry order.&lt;br /&gt;
* Completely new entries and also complete rewrites of entries in parent table file are always possible.&lt;br /&gt;
* '''Loading order:'''&lt;br /&gt;
** The base table (.tbl) is loaded first despite its location priority, (see [[Command-Line_Reference#-mod|-mod flag help]] for more info about priority places). Of course, if there are several versions of the same base table in several vps or /data/tables folders, only the highest priority one will be loaded.&lt;br /&gt;
** Then, ALL its related tbms are loaded, even if they are in a lower priority place than the base tbl table. I.e, '''tbms are always applied'''. If there are several versions of the same file you can imagine what happens.&lt;br /&gt;
** When they are loaded, tbms start being applied in reverse priority order; ie, tbms are applied from the lowest priority place to the highest priority place.&lt;br /&gt;
** The former rule makes that, if there are conflictive entries in several tables, '''the highest priority ones will override the rest''' because they will be the last applied changes.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font color=red&amp;gt;'''EXTREMELY IMPORTANT NOTE:'''&amp;lt;/font&amp;gt; Because of an already solved bug, '''fs_open versions till 3.6.9. (included)''' apply tbms in direct priority order, from the highest priority to the lowest one. In this way, '''the lowest priority entries override the rest'''. As example, this issue makes impossible overriding mediavps tbm settings from any tbm inside a main mod which uses this art enhancement as a secondary mod. The only way you have is overriding the whole table as explained below.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It is not recommended to have multiple tbms inside the same priority location (vp or /data/tables folder) that contain conflicting entries. While it is possible to do so anyway, and the order is deterministic (files are loaded in reverse-alphabetical order), this is a pretty strange mod design: why should you put conflicting versions of any class of modular table in the same location? Just edit and merge them, deleting undesired entries.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
** Derived from priority and tbm handling, the only two ways to override the settings of AnExistingTable-xxx.tbm are:&lt;br /&gt;
*** Adding another AnExistingTable-xxx.tbm in a higher priority place so it gets loaded instead of the original version.&lt;br /&gt;
*** Overriding every single AnExistingTable-xxx.tbm entry, using one or several other -xxx.tbm tables located in higher priority places.&lt;br /&gt;
&lt;br /&gt;
===Numerical Limit===&lt;br /&gt;
Before r11156, there was a hardcoded limit for the number of tbms of a given type that Freespace Open would recognize; the first 32 files detected by a call to parse_modular_table() were the only ones loaded. This manifested as data simply not being read by the game, and could result in the loss of, for example, ships or weapons when new ones were added. This occurred in reverse alphabetical order. In order to get around this, one had to consolidate their tbms into fewer files; now, FSO should recognize any number of files, and this should no longer be necessary.&lt;br /&gt;
&lt;br /&gt;
==eXtendable Modular Tables==&lt;br /&gt;
In addition, some modular tables are XMTs (or eXtentable Modular Tables). They offer capability to add new partial entries or make partial editing to each entry. Within XMT tbms:&lt;br /&gt;
* All fields are optional. But toplevel entries, of course, because you ''do need'' to specify which item you want to modify.&lt;br /&gt;
* Toplevel entries can replace part of other existing toplevel entries. Only changed parameters should be specified.&lt;br /&gt;
* Addition of the '''+nocreate''' parameter. This parameter should be entered right after entry name and prevents possible creation of partially undefined entry. For example, if the parent table file lacked the entry that was included to the as a partial entry to the modular table file then the creation of partially undefined entry is possible which could cause problems with the game.&lt;br /&gt;
**Example:&lt;br /&gt;
&lt;br /&gt;
   $Name:              @Subach HL-7&lt;br /&gt;
      +nocreate&lt;br /&gt;
&lt;br /&gt;
==Supported Modular Tables==&lt;br /&gt;
The list of supported tbms is:&lt;br /&gt;
&lt;br /&gt;
*[[ai_profiles.tbl]] can be extended with '''xxx-aip.tbm''' (XMT)&lt;br /&gt;
*[[armor.tbl]] can be extended with '''xxx-amr.tbm''' (non-XMT)&lt;br /&gt;
*[[colors.tbl]] can be extended with '''xxx-clr.tbm''' (non-XMT)&lt;br /&gt;
*[[credits.tbl]] can be extended with '''xxx-crd.tbm''' (non-XMT)&lt;br /&gt;
*[[fireball.tbl]] can be extended with '''xxx-fbl.tbm''' (non-XMT)&lt;br /&gt;
*[[game_settings.tbl]] can be extended with '''xxx-mod.tbm''' (non-XMT)&lt;br /&gt;
*[[glowpoints.tbl]] can be extended with '''xxx-gpo.tbm''' (non-XMT... sort of; has '''+nocreate''' but the whole entry must be re-specified, and duplicates are discarded without '''+nocreate''')&lt;br /&gt;
*[[help.tbl]] can be extended with '''xxx-hlp.tbm''' (non-XMT)&lt;br /&gt;
*[[hud_gauges.tbl]] can be extended with '''xxx-hdg.tbm''' (non-XMT)&lt;br /&gt;
*[[mainhall.tbl]] can be extended with '''xxx-hall.tbm''' (non-XMT)&lt;br /&gt;
*[[mflash.tbl]] can be extended with '''xxx-mfl.tbm''' (non-XMT)&lt;br /&gt;
*[[music.tbl]] can be extended with '''xxx-mus.tbm''' (XMT)&lt;br /&gt;
*[[objecttypes.tbl]] can be extended with '''xxx-obt.tbm''' (XMT)&lt;br /&gt;
*[[scripting.tbl]] can be extended with '''xxx-sct.tbm''' (non-XMT)&lt;br /&gt;
*[[ships.tbl]] can be extended with '''xxx-shp.tbm''' (XMT)&lt;br /&gt;
*[[sounds.tbl]] can be extended with '''xxx-snd.tbm''' (XMT)&lt;br /&gt;
*[[species_defs.tbl]] can be extended with '''xxx-sdf.tbm''' (XMT)&lt;br /&gt;
*[[ssm.tbl]] can be extended with '''xxx-ssm.tbm''' (non-XMT)&lt;br /&gt;
*[[stars.tbl]] can be extended with '''xxx-str.tbm''' (non-XMT)&lt;br /&gt;
*[[strings.tbl]] can be extended with '''xxx-lcl.tbm''' (non-XMT)&lt;br /&gt;
*[[tstrings.tbl]] can be extended with '''xxx-tlc.tbm''' (non-XMT)&lt;br /&gt;
*[[weapons.tbl]] can be extended with '''xxx-wep.tbm''' (XMT)&lt;br /&gt;
*[[weapon_expl.tbl]] can be extended with '''xxx-wxp.tbm''' (non-XMT)&lt;br /&gt;
&lt;br /&gt;
==Sample - Alpha-wep.tbm==&lt;br /&gt;
*Changes the speed of the ''Subach HL-7'' and also adds a faint grey trail to it.&lt;br /&gt;
*To create it make a text file using a text editor and save the file as '''''Alpha-wep.tbm''''' with the following contents to the proper folder (.../data/tables).&lt;br /&gt;
&lt;br /&gt;
   #Primary Weapons&lt;br /&gt;
   $Name:              @Subach HL-7&lt;br /&gt;
      +nocreate&lt;br /&gt;
   $Velocity:         650.0	&lt;br /&gt;
   $Trail:&lt;br /&gt;
      +Start Width:      0.4&lt;br /&gt;
      +End Width:        0.0&lt;br /&gt;
      +Start Alpha:      0.35&lt;br /&gt;
      +End Alpha:        0.0&lt;br /&gt;
      +Max Life:         0.2&lt;br /&gt;
      +Bitmap:           Contrail&lt;br /&gt;
   #End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=PBlue&amp;diff=58641</id>
		<title>PBlue</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=PBlue&amp;diff=58641"/>
		<updated>2019-01-22T22:13:59Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: give the poor PBlue a wiki article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BPArticle}}&lt;br /&gt;
The '''''Void Fang'' Pulse Beam''', also known as the '''PBlue''', is an anti-subsystem beam based on the [[AAAf|''Phalanx'' anti-fighter beam]] used by the [[GTVA]] in the [[Portal:FreeSpace 2|FreeSpace 2]] mod [[Blue Planet]], and can be found on the [[GTD Erebus|''Erebus''-class destroyer]].&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
===Blue Planet Tech Room Description===&lt;br /&gt;
Pulse beams are descendants of anti-fighter beams, using quick-rise capacitors to fire a lance of confined plasma. This design excels at penetrating active armor and turret shielding.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Beam|6 000|15|0.05|Fixed|1|900|60|900}}&lt;br /&gt;
*Due to changes in the beam damage code, nightly builds from February 15th, 2018 and onward will do drastically different damage than previous builds, depending on framerate.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Weapon is a beam cannon [[Weapons.tbl#.22beam.22|(beam)]]&lt;br /&gt;
*Weapon is capable of easily damaging large vessels [[Weapons.tbl#.22Huge.22|(Huge)]]&lt;br /&gt;
*Weapon cannot be mounted on small ships [[Weapons.tbl#.22Big_Ship.22|(Big Ship)]]&lt;br /&gt;
*Weapon refire rate is the same on all difficulty levels [[Weapons.tbl#.22same_turret_cooldown.22|(same turret cooldown)]]&lt;br /&gt;
*Weapon can target subsystems on enemy ships, like just like normal weapons [[Weapons.tbl#.22anti-subsystem_beam.22|(anti-subsytem beam)]]&lt;br /&gt;
*Weapon has [[Weapons.tbl#Weapon Flags|Puncture]] flag which reduces the damage inflicted to the target's hull.&lt;br /&gt;
*Weapon causes targets [[Weapons.tbl#Weapon Flags|electronic]] systems (laser turrets etc.) to malfunction.&lt;br /&gt;
*Weapon [[Weapons.tbl#&amp;quot;Esuck&amp;quot;|leeches]] energy from the target with every hit.&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Blue Planet weapons]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=SBlue&amp;diff=58640</id>
		<title>SBlue</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=SBlue&amp;diff=58640"/>
		<updated>2019-01-22T17:40:59Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: /* Statistics */ It turns out I'm bad at math.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BPArticle}}&lt;br /&gt;
The '''''Thorn Lance'' Light Beam''', also known as the '''SBlue''', is a light beam cannon used by the [[GTVA]] in the [[Portal:FreeSpace 2|FreeSpace 2]] mod [[Blue Planet]]. The ''Thorn Lance'' is the lightest beam created by the Alliance as a result of the Threat Exigency Initiative, and two of these beams serve as the primary weapon of the [[GTC Hyperion|GTC ''Hyperion'']]. The ''Thorn Lance''&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;'s biggest threat is its effective range, which is over 50% greater than that of the [[LRed]]. Its biggest weakness is its lengthy recharge time of 40 seconds, which is a major drawback to work around when coupled with the relatively small damage output.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
===Blue Planet Tech Room Description===&lt;br /&gt;
The Thorn Lance light beam system, mounted on Hyperion cruisers as their primary direct-fire weapons system, is the weakest of the next-generation beam systems. Nonetheless, it offers marked improvement in firepower over previous light beams, and its draw on the cruiser's systems overall is low. Cool-running, easy to maintain, and reasonably powerful, the Thorn Lance suffers only in that it is mounted on a fragile vessel.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Beam|4 500|40|2.5|Direct|1|1 920|120|4 800}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Weapon is a beam cannon [[Weapons.tbl#.22beam.22|(beam)]]&lt;br /&gt;
*Weapon is capable of easily damaging large vessels [[Weapons.tbl#.22Huge.22|(Huge)]]&lt;br /&gt;
*Weapon cannot be mounted on small ships [[Weapons.tbl#.22Big_Ship.22|(Big Ship)]]&lt;br /&gt;
*Weapon refire rate is the same on all difficulty levels [[Weapons.tbl#.22same_turret_cooldown.22|(same turret cooldown)]]&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Blue Planet weapons]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=MBlue&amp;diff=58639</id>
		<title>MBlue</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=MBlue&amp;diff=58639"/>
		<updated>2019-01-22T17:40:22Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: /* Statistics */ It turns out I'm bad at math.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BPArticle}}&lt;br /&gt;
The '''''Aurora Wake'' Beam System''', also known as the '''MBlue''', is a medium beam cannon used by the [[GTVA]] in the [[Portal:FreeSpace 2|FreeSpace 2]] mod [[Blue Planet]]. The ''Aurora Wake'' is a high-performance medium beam cannon, and has the distinction of being the first beam weapon developed by the Threat Exigency Initiative that allowed the GTVA to replicate the shock jump tactics employed by the [[Shivans]] during the [[Second Shivan Incursion]]. The ''Aurora Wake'' suffers from a 35-second recharge time and tendency to overheat. However, it makes up for this with its effective range of 6750 metres. The [[GTCv Chimera|GTCv ''Chimera'']] mounts three of these beams as its forward armament. &lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
===Blue Planet Tech Room Description===&lt;br /&gt;
A powerful mid-range direct-fire beam system, the 'Aurora Wake' was one of the first products of the Threat Exigency Initiative's drive to produce more powerful beam cannons. Mounted on most next-generation Alliance warships as a battery weapon, the 'Aurora Wake' supplements its own dedicated reactors with feeds from the ship's drives. Prone to overheating, this system is perhaps the most cantankerous of the next-generation beams. Mass issues encountered while mounting the beam on the Chimera corvette led to that vessel's relatively thin armor plating. Nonetheless, the 'Aurora Wake' was the first beam weapon that enabled the GTVA to emulate Shivan-style shock jump tactics.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Beam|4 500|35|4|Direct|1|5 400|617|21 600}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Weapon is a beam cannon [[Weapons.tbl#.22beam.22|(beam)]]&lt;br /&gt;
*Weapon is capable of easily damaging  even larger vessels [[Weapons.tbl#.22Huge.22|(Huge)]]&lt;br /&gt;
*Weapon cannot be mounted on small ships [[Weapons.tbl#.22Big_Ship.22|(Big Ship)]]&lt;br /&gt;
*Weapon refire rate is the same on all difficulty levels [[Weapons.tbl#.22same_turret_cooldown.22|(same turret cooldown)]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=250px &amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Aristeia6.jpg|&amp;lt;center&amp;gt;Serkr Team opening fire in [[Aristeia]], deploying the overwhelming single-shot power of the ''Aurora Wake''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment| ''It only does 60% of the damage of the [[BBlue]] on the first pass, and half of the sustained damage, but in the 14th battle group, there are twelve of these mounted on the [[GTCv Chimera]], [[GTCv Bellerophon]], and [[GTD Raynor]]. Thus, at a possible 237,600 points of damage on the first pass, they make up the bulk of the battle group's shock jump capability, at least theoretically.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Not a bad beam in itself, and used to great effect in Blue Planet in its stated role. The [[GTCv Chimera|Chimera]] corvette, marginally larger than a [[Deimos]], is practically built around three of these beams, and they collectively do just a bit less sustained damage, and slightly more damage per pulse, than a couple of [[BGreen|BGreens]], despite being mounted on a more than half smaller ship. It features great range, like most other blue beams, and also makes up most of the [[GTD Raynor|Raynor]]'s broadside firepower. This beam has both the sustained firepower and single-pass raw output to enable TEI corvettes to successfully engage ships far larger than themselves, to an extent the [[Deimos]] could only dream of. They are the reason Serkr are dubbed as Sathanas killers.''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Blue Planet weapons]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=BBlue&amp;diff=58638</id>
		<title>BBlue</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=BBlue&amp;diff=58638"/>
		<updated>2019-01-22T17:39:06Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: /* Statistics */ It turns out I'm bad at math.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BPArticle}}&lt;br /&gt;
The '''''Ice Queen'' Heavy Beam''', also known as the '''BBlue''', is a heavy beam cannon used by the [[GTVA]] in the [[Portal:FreeSpace 2|FreeSpace 2]] mod [[Blue Planet]]. Three ''Ice Queen'' beams form the primary forward armament of the [[GTD Titan|''Titan''-class destroyer]], and a single ''Ice Queen'' is mounted alongside two [[MBlue|''Aurora Wake'' medium beam cannon]]s on the [[GTCv Bellerophon|''Bellerophon''-class corvette]]. The ''Ice Queen'' is one of the most powerful beam weapons ever made by the [[GTVA]], with an effective range and damage output that far exceeds the venerable [[BGreen|''Crypt Hammer'']] without sacrificing refire rate or beam lifetime. Its main drawback lies in that its beam emitter is extremely fragile and easily destroyed, although it is just as easy to repair.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
===Blue Planet Tech Room Description===&lt;br /&gt;
The Titan-class destroyer and Bellerophon-class corvette mount 'Ice Queen' heavy beams on spinal mounts. These systems have the ability to decimate destroyer-class targets in only a few salvoes. Drawing massive amounts of power from dedicated meson reactors, the Ice Queen offers an overwhelming direct-fire solution to targets in the frontal arc. The system's beam emitters are easily damaged, but they can be replaced in days.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Beam|8 250|30|4|Direct|1|9 000|1 200|36 000}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Weapon is a beam cannon [[Weapons.tbl#.22beam.22|(beam)]]&lt;br /&gt;
*Weapon is capable of easily damaging large vessels [[Weapons.tbl#.22Huge.22|(Huge)]]&lt;br /&gt;
*Weapon cannot be mounted on small ships [[Weapons.tbl#.22Big_Ship.22|(Big Ship)]]&lt;br /&gt;
*Weapon refire rate is the same on all difficulty levels [[Weapons.tbl#.22same_turret_cooldown.22|(same turret cooldown)]]&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|''The Ice Queen is only marginally less powerful than the Winter King mounted at the front of the GTD Erebus. As the Titan-class destroyer has three of these mounted as its forward armament compared to the Erebus' one HBlue, the Titan, despite being more of a rear guard than front-line combatant, can do more than twice the damage than the Erebus from a head-on pass.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''A Titan mounts three of these as its forward armament, and the turrets themselves are surprisingly hard to hit. That is very bad news for the UEF, as its three-cannon forward armament alone can kill a Solaris destroyer in two salvos from a range of 8.25 kilometers. One salvo would bring a Solaris from full hull integrity (180,000) to 81,000---from the time of jumping in (within range), it would take about 38 seconds to outright kill a Solaris.'' &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Blue Planet weapons]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=HBlue&amp;diff=58637</id>
		<title>HBlue</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=HBlue&amp;diff=58637"/>
		<updated>2019-01-22T17:37:56Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: /* Statistics */ It turns out I'm bad at math.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BPArticle}}&lt;br /&gt;
The '''''Winter King'' Heavy Beam''', also known as the '''HBlue''', is a heavy beam cannon used by the [[GTVA]] in the [[Portal:FreeSpace 2|FreeSpace 2]] mod [[Blue Planet]]. The most powerful beam weapon system ever created by the GTVA, the ''Winter King'' is the signature weapon of the [[GTD Erebus|''Erebus''-class destroyer]] and serves as the warship's main forward armament. While slightly inferior to the infamous [[BFGreen|overloaded ''Crypt Hammer'' beam]]s used by the [[GTVA Colossus|GTVA ''Colossus'']] in terms of raw damage output, the ''Winter King'' more than makes up for this with a shorter recharge time, greater sustained damage and an effective range that exceeds even the dreaded [[BFRed]]. However, the ''Winter King'' has yet to be fully tested, leaving its reliability in prolonged engagements debatable.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
===Blue Planet Tech Room Description===&lt;br /&gt;
Offering massive direct-fire engagement capability, the 'Winter King' heavy beam system is the Alliance's answer to Shivan destroyers. This advanced beam weapon uses metric tons of slurry coolant and consumes the full power output of a dedicated meson reactor. A complicated fire-control subsystem helps the beam burn through particulate interference and vaporized target material. No Alliance weapons system is more powerful. The Winter King has yet to be thoroughly tested in a sustained combat environment.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Beam|9 750|30|4|Direct|1|11 100|1 480|44 400}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Weapon is a beam cannon [[Weapons.tbl#.22beam.22|(beam)]]&lt;br /&gt;
*Weapon is capable of easily damaging large vessels [[Weapons.tbl#.22Huge.22|(Huge)]]&lt;br /&gt;
*Weapon cannot be mounted on small ships [[Weapons.tbl#.22Big_Ship.22|(Big Ship)]]&lt;br /&gt;
*Weapon refire rate is the same on all difficulty levels [[Weapons.tbl#.22same_turret_cooldown.22|(same turret cooldown)]]&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment| ''This beam does more sustained damage than a [[BFGreen]] and a longer range than the [[LRBGreen]]. A single HBlue can destroy an [[SD Demon]] in four pulses.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Shares the impressive distinction of being a beam cannon that, even by itself and only featured as a single beam cannon, is a major threat to all ships short of a juggernaut, and has the range, refire rate, and power to be a huge tactical and strategic concern beyond the destroyer it's mounted on. Rumor has it that the HBlue was indeed originally intended to deliver more damage than three BBlues combined.''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Blue Planet weapons]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=MBlue&amp;diff=58636</id>
		<title>MBlue</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=MBlue&amp;diff=58636"/>
		<updated>2019-01-22T17:11:04Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: /* Statistics */ Flubbed sustained DPS calculation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BPArticle}}&lt;br /&gt;
The '''''Aurora Wake'' Beam System''', also known as the '''MBlue''', is a medium beam cannon used by the [[GTVA]] in the [[Portal:FreeSpace 2|FreeSpace 2]] mod [[Blue Planet]]. The ''Aurora Wake'' is a high-performance medium beam cannon, and has the distinction of being the first beam weapon developed by the Threat Exigency Initiative that allowed the GTVA to replicate the shock jump tactics employed by the [[Shivans]] during the [[Second Shivan Incursion]]. The ''Aurora Wake'' suffers from a 35-second recharge time and tendency to overheat. However, it makes up for this with its effective range of 6750 metres. The [[GTCv Chimera|GTCv ''Chimera'']] mounts three of these beams as its forward armament. &lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
===Blue Planet Tech Room Description===&lt;br /&gt;
A powerful mid-range direct-fire beam system, the 'Aurora Wake' was one of the first products of the Threat Exigency Initiative's drive to produce more powerful beam cannons. Mounted on most next-generation Alliance warships as a battery weapon, the 'Aurora Wake' supplements its own dedicated reactors with feeds from the ship's drives. Prone to overheating, this system is perhaps the most cantankerous of the next-generation beams. Mass issues encountered while mounting the beam on the Chimera corvette led to that vessel's relatively thin armor plating. Nonetheless, the 'Aurora Wake' was the first beam weapon that enabled the GTVA to emulate Shivan-style shock jump tactics.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Beam|4 500|35|4|Direct|1|9 000|1 029|36 000}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Weapon is a beam cannon [[Weapons.tbl#.22beam.22|(beam)]]&lt;br /&gt;
*Weapon is capable of easily damaging  even larger vessels [[Weapons.tbl#.22Huge.22|(Huge)]]&lt;br /&gt;
*Weapon cannot be mounted on small ships [[Weapons.tbl#.22Big_Ship.22|(Big Ship)]]&lt;br /&gt;
*Weapon refire rate is the same on all difficulty levels [[Weapons.tbl#.22same_turret_cooldown.22|(same turret cooldown)]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=250px &amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Aristeia6.jpg|&amp;lt;center&amp;gt;Serkr Team opening fire in [[Aristeia]], deploying the overwhelming single-shot power of the ''Aurora Wake''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment| ''It only does 60% of the damage of the [[BBlue]] on the first pass, and half of the sustained damage, but in the 14th battle group, there are twelve of these mounted on the [[GTCv Chimera]], [[GTCv Bellerophon]], and [[GTD Raynor]]. Thus, at a possible 237,600 points of damage on the first pass, they make up the bulk of the battle group's shock jump capability, at least theoretically.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Not a bad beam in itself, and used to great effect in Blue Planet in its stated role. The [[GTCv Chimera|Chimera]] corvette, marginally larger than a [[Deimos]], is practically built around three of these beams, and they collectively do just a bit less sustained damage, and slightly more damage per pulse, than a couple of [[BGreen|BGreens]], despite being mounted on a more than half smaller ship. It features great range, like most other blue beams, and also makes up most of the [[GTD Raynor|Raynor]]'s broadside firepower. This beam has both the sustained firepower and single-pass raw output to enable TEI corvettes to successfully engage ships far larger than themselves, to an extent the [[Deimos]] could only dream of. They are the reason Serkr are dubbed as Sathanas killers.''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Blue Planet weapons]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=MBlue&amp;diff=58635</id>
		<title>MBlue</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=MBlue&amp;diff=58635"/>
		<updated>2019-01-22T17:10:30Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: /* Statistics */ Forgot range.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BPArticle}}&lt;br /&gt;
The '''''Aurora Wake'' Beam System''', also known as the '''MBlue''', is a medium beam cannon used by the [[GTVA]] in the [[Portal:FreeSpace 2|FreeSpace 2]] mod [[Blue Planet]]. The ''Aurora Wake'' is a high-performance medium beam cannon, and has the distinction of being the first beam weapon developed by the Threat Exigency Initiative that allowed the GTVA to replicate the shock jump tactics employed by the [[Shivans]] during the [[Second Shivan Incursion]]. The ''Aurora Wake'' suffers from a 35-second recharge time and tendency to overheat. However, it makes up for this with its effective range of 6750 metres. The [[GTCv Chimera|GTCv ''Chimera'']] mounts three of these beams as its forward armament. &lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
===Blue Planet Tech Room Description===&lt;br /&gt;
A powerful mid-range direct-fire beam system, the 'Aurora Wake' was one of the first products of the Threat Exigency Initiative's drive to produce more powerful beam cannons. Mounted on most next-generation Alliance warships as a battery weapon, the 'Aurora Wake' supplements its own dedicated reactors with feeds from the ship's drives. Prone to overheating, this system is perhaps the most cantankerous of the next-generation beams. Mass issues encountered while mounting the beam on the Chimera corvette led to that vessel's relatively thin armor plating. Nonetheless, the 'Aurora Wake' was the first beam weapon that enabled the GTVA to emulate Shivan-style shock jump tactics.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Beam|4 500|35|4|Direct|1|9 000|1 200|36 000}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Weapon is a beam cannon [[Weapons.tbl#.22beam.22|(beam)]]&lt;br /&gt;
*Weapon is capable of easily damaging  even larger vessels [[Weapons.tbl#.22Huge.22|(Huge)]]&lt;br /&gt;
*Weapon cannot be mounted on small ships [[Weapons.tbl#.22Big_Ship.22|(Big Ship)]]&lt;br /&gt;
*Weapon refire rate is the same on all difficulty levels [[Weapons.tbl#.22same_turret_cooldown.22|(same turret cooldown)]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=250px &amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Aristeia6.jpg|&amp;lt;center&amp;gt;Serkr Team opening fire in [[Aristeia]], deploying the overwhelming single-shot power of the ''Aurora Wake''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment| ''It only does 60% of the damage of the [[BBlue]] on the first pass, and half of the sustained damage, but in the 14th battle group, there are twelve of these mounted on the [[GTCv Chimera]], [[GTCv Bellerophon]], and [[GTD Raynor]]. Thus, at a possible 237,600 points of damage on the first pass, they make up the bulk of the battle group's shock jump capability, at least theoretically.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Not a bad beam in itself, and used to great effect in Blue Planet in its stated role. The [[GTCv Chimera|Chimera]] corvette, marginally larger than a [[Deimos]], is practically built around three of these beams, and they collectively do just a bit less sustained damage, and slightly more damage per pulse, than a couple of [[BGreen|BGreens]], despite being mounted on a more than half smaller ship. It features great range, like most other blue beams, and also makes up most of the [[GTD Raynor|Raynor]]'s broadside firepower. This beam has both the sustained firepower and single-pass raw output to enable TEI corvettes to successfully engage ships far larger than themselves, to an extent the [[Deimos]] could only dream of. They are the reason Serkr are dubbed as Sathanas killers.''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Blue Planet weapons]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=SBlue&amp;diff=58634</id>
		<title>SBlue</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=SBlue&amp;diff=58634"/>
		<updated>2019-01-22T17:10:04Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: /* Statistics */ Bringing damage stats up-to-date with current version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BPArticle}}&lt;br /&gt;
The '''''Thorn Lance'' Light Beam''', also known as the '''SBlue''', is a light beam cannon used by the [[GTVA]] in the [[Portal:FreeSpace 2|FreeSpace 2]] mod [[Blue Planet]]. The ''Thorn Lance'' is the lightest beam created by the Alliance as a result of the Threat Exigency Initiative, and two of these beams serve as the primary weapon of the [[GTC Hyperion|GTC ''Hyperion'']]. The ''Thorn Lance''&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;'s biggest threat is its effective range, which is over 50% greater than that of the [[LRed]]. Its biggest weakness is its lengthy recharge time of 40 seconds, which is a major drawback to work around when coupled with the relatively small damage output.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
===Blue Planet Tech Room Description===&lt;br /&gt;
The Thorn Lance light beam system, mounted on Hyperion cruisers as their primary direct-fire weapons system, is the weakest of the next-generation beam systems. Nonetheless, it offers marked improvement in firepower over previous light beams, and its draw on the cruiser's systems overall is low. Cool-running, easy to maintain, and reasonably powerful, the Thorn Lance suffers only in that it is mounted on a fragile vessel.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Beam|4 500|40|2.5|Direct|1|3 200|200|8 000}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Weapon is a beam cannon [[Weapons.tbl#.22beam.22|(beam)]]&lt;br /&gt;
*Weapon is capable of easily damaging large vessels [[Weapons.tbl#.22Huge.22|(Huge)]]&lt;br /&gt;
*Weapon cannot be mounted on small ships [[Weapons.tbl#.22Big_Ship.22|(Big Ship)]]&lt;br /&gt;
*Weapon refire rate is the same on all difficulty levels [[Weapons.tbl#.22same_turret_cooldown.22|(same turret cooldown)]]&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Blue Planet weapons]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=MBlue&amp;diff=58633</id>
		<title>MBlue</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=MBlue&amp;diff=58633"/>
		<updated>2019-01-22T17:08:36Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: /* Statistics */ Bringing damage stats up-to-date with current version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BPArticle}}&lt;br /&gt;
The '''''Aurora Wake'' Beam System''', also known as the '''MBlue''', is a medium beam cannon used by the [[GTVA]] in the [[Portal:FreeSpace 2|FreeSpace 2]] mod [[Blue Planet]]. The ''Aurora Wake'' is a high-performance medium beam cannon, and has the distinction of being the first beam weapon developed by the Threat Exigency Initiative that allowed the GTVA to replicate the shock jump tactics employed by the [[Shivans]] during the [[Second Shivan Incursion]]. The ''Aurora Wake'' suffers from a 35-second recharge time and tendency to overheat. However, it makes up for this with its effective range of 6750 metres. The [[GTCv Chimera|GTCv ''Chimera'']] mounts three of these beams as its forward armament. &lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
===Blue Planet Tech Room Description===&lt;br /&gt;
A powerful mid-range direct-fire beam system, the 'Aurora Wake' was one of the first products of the Threat Exigency Initiative's drive to produce more powerful beam cannons. Mounted on most next-generation Alliance warships as a battery weapon, the 'Aurora Wake' supplements its own dedicated reactors with feeds from the ship's drives. Prone to overheating, this system is perhaps the most cantankerous of the next-generation beams. Mass issues encountered while mounting the beam on the Chimera corvette led to that vessel's relatively thin armor plating. Nonetheless, the 'Aurora Wake' was the first beam weapon that enabled the GTVA to emulate Shivan-style shock jump tactics.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Beam|6 750|35|4|Direct|1|9 000|1 200|36 000}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Weapon is a beam cannon [[Weapons.tbl#.22beam.22|(beam)]]&lt;br /&gt;
*Weapon is capable of easily damaging  even larger vessels [[Weapons.tbl#.22Huge.22|(Huge)]]&lt;br /&gt;
*Weapon cannot be mounted on small ships [[Weapons.tbl#.22Big_Ship.22|(Big Ship)]]&lt;br /&gt;
*Weapon refire rate is the same on all difficulty levels [[Weapons.tbl#.22same_turret_cooldown.22|(same turret cooldown)]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=250px &amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Aristeia6.jpg|&amp;lt;center&amp;gt;Serkr Team opening fire in [[Aristeia]], deploying the overwhelming single-shot power of the ''Aurora Wake''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment| ''It only does 60% of the damage of the [[BBlue]] on the first pass, and half of the sustained damage, but in the 14th battle group, there are twelve of these mounted on the [[GTCv Chimera]], [[GTCv Bellerophon]], and [[GTD Raynor]]. Thus, at a possible 237,600 points of damage on the first pass, they make up the bulk of the battle group's shock jump capability, at least theoretically.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Not a bad beam in itself, and used to great effect in Blue Planet in its stated role. The [[GTCv Chimera|Chimera]] corvette, marginally larger than a [[Deimos]], is practically built around three of these beams, and they collectively do just a bit less sustained damage, and slightly more damage per pulse, than a couple of [[BGreen|BGreens]], despite being mounted on a more than half smaller ship. It features great range, like most other blue beams, and also makes up most of the [[GTD Raynor|Raynor]]'s broadside firepower. This beam has both the sustained firepower and single-pass raw output to enable TEI corvettes to successfully engage ships far larger than themselves, to an extent the [[Deimos]] could only dream of. They are the reason Serkr are dubbed as Sathanas killers.''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Blue Planet weapons]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=BBlue&amp;diff=58632</id>
		<title>BBlue</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=BBlue&amp;diff=58632"/>
		<updated>2019-01-22T17:06:52Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: /* Statistics */ Bringing damage stats up-to-date with current version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BPArticle}}&lt;br /&gt;
The '''''Ice Queen'' Heavy Beam''', also known as the '''BBlue''', is a heavy beam cannon used by the [[GTVA]] in the [[Portal:FreeSpace 2|FreeSpace 2]] mod [[Blue Planet]]. Three ''Ice Queen'' beams form the primary forward armament of the [[GTD Titan|''Titan''-class destroyer]], and a single ''Ice Queen'' is mounted alongside two [[MBlue|''Aurora Wake'' medium beam cannon]]s on the [[GTCv Bellerophon|''Bellerophon''-class corvette]]. The ''Ice Queen'' is one of the most powerful beam weapons ever made by the [[GTVA]], with an effective range and damage output that far exceeds the venerable [[BGreen|''Crypt Hammer'']] without sacrificing refire rate or beam lifetime. Its main drawback lies in that its beam emitter is extremely fragile and easily destroyed, although it is just as easy to repair.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
===Blue Planet Tech Room Description===&lt;br /&gt;
The Titan-class destroyer and Bellerophon-class corvette mount 'Ice Queen' heavy beams on spinal mounts. These systems have the ability to decimate destroyer-class targets in only a few salvoes. Drawing massive amounts of power from dedicated meson reactors, the Ice Queen offers an overwhelming direct-fire solution to targets in the frontal arc. The system's beam emitters are easily damaged, but they can be replaced in days.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Beam|8 250|30|4|Direct|1|15 000|2 000|60 000}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Weapon is a beam cannon [[Weapons.tbl#.22beam.22|(beam)]]&lt;br /&gt;
*Weapon is capable of easily damaging large vessels [[Weapons.tbl#.22Huge.22|(Huge)]]&lt;br /&gt;
*Weapon cannot be mounted on small ships [[Weapons.tbl#.22Big_Ship.22|(Big Ship)]]&lt;br /&gt;
*Weapon refire rate is the same on all difficulty levels [[Weapons.tbl#.22same_turret_cooldown.22|(same turret cooldown)]]&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|''The Ice Queen is only marginally less powerful than the Winter King mounted at the front of the GTD Erebus. As the Titan-class destroyer has three of these mounted as its forward armament compared to the Erebus' one HBlue, the Titan, despite being more of a rear guard than front-line combatant, can do more than twice the damage than the Erebus from a head-on pass.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''A Titan mounts three of these as its forward armament, and the turrets themselves are surprisingly hard to hit. That is very bad news for the UEF, as its three-cannon forward armament alone can kill a Solaris destroyer in two salvos from a range of 8.25 kilometers. One salvo would bring a Solaris from full hull integrity (180,000) to 81,000---from the time of jumping in (within range), it would take about 38 seconds to outright kill a Solaris.'' &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Blue Planet weapons]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=HBlue&amp;diff=58631</id>
		<title>HBlue</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=HBlue&amp;diff=58631"/>
		<updated>2019-01-22T17:03:50Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: /* Statistics */ Bringing damage stats up-to-date with current version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BPArticle}}&lt;br /&gt;
The '''''Winter King'' Heavy Beam''', also known as the '''HBlue''', is a heavy beam cannon used by the [[GTVA]] in the [[Portal:FreeSpace 2|FreeSpace 2]] mod [[Blue Planet]]. The most powerful beam weapon system ever created by the GTVA, the ''Winter King'' is the signature weapon of the [[GTD Erebus|''Erebus''-class destroyer]] and serves as the warship's main forward armament. While slightly inferior to the infamous [[BFGreen|overloaded ''Crypt Hammer'' beam]]s used by the [[GTVA Colossus|GTVA ''Colossus'']] in terms of raw damage output, the ''Winter King'' more than makes up for this with a shorter recharge time, greater sustained damage and an effective range that exceeds even the dreaded [[BFRed]]. However, the ''Winter King'' has yet to be fully tested, leaving its reliability in prolonged engagements debatable.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
===Blue Planet Tech Room Description===&lt;br /&gt;
Offering massive direct-fire engagement capability, the 'Winter King' heavy beam system is the Alliance's answer to Shivan destroyers. This advanced beam weapon uses metric tons of slurry coolant and consumes the full power output of a dedicated meson reactor. A complicated fire-control subsystem helps the beam burn through particulate interference and vaporized target material. No Alliance weapons system is more powerful. The Winter King has yet to be thoroughly tested in a sustained combat environment.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Beam|9 750|30|4|Direct|1|18 500|2 467|74 000}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Weapon is a beam cannon [[Weapons.tbl#.22beam.22|(beam)]]&lt;br /&gt;
*Weapon is capable of easily damaging large vessels [[Weapons.tbl#.22Huge.22|(Huge)]]&lt;br /&gt;
*Weapon cannot be mounted on small ships [[Weapons.tbl#.22Big_Ship.22|(Big Ship)]]&lt;br /&gt;
*Weapon refire rate is the same on all difficulty levels [[Weapons.tbl#.22same_turret_cooldown.22|(same turret cooldown)]]&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment| ''This beam does more sustained damage than a [[BFGreen]] and a longer range than the [[LRBGreen]]. A single HBlue can destroy an [[SD Demon]] in four pulses.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Shares the impressive distinction of being a beam cannon that, even by itself and only featured as a single beam cannon, is a major threat to all ships short of a juggernaut, and has the range, refire rate, and power to be a huge tactical and strategic concern beyond the destroyer it's mounted on. Rumor has it that the HBlue was indeed originally intended to deliver more damage than three BBlues combined.''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Blue Planet weapons]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Ai.tbl&amp;diff=58233</id>
		<title>Ai.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Ai.tbl&amp;diff=58233"/>
		<updated>2018-07-07T23:03:50Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: Adding &amp;quot;$Use Actual Primary Range:&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2018-06-29|9d907c9}}&lt;br /&gt;
&lt;br /&gt;
The '''ai.tbl''' file defines the AI classes used in the game. This table is used to define each AI class with four abilities for each of the five difficulty levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==Required Elements==&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines a name for the AI class that can be used with ships.tbl and also with FRED&lt;br /&gt;
*Syntax: '''String''', name of the AI class&lt;br /&gt;
&lt;br /&gt;
===$Accuracy:===&lt;br /&gt;
*How accurately the ship fires its weapons. Value is used to scale the error in the AI aim. With repeated shots, AI aim will improve. Note that the AI is always 100% accurate when aiming for subsystems, according to Retail code.&lt;br /&gt;
*Value from 0.0 to 1.0&lt;br /&gt;
*Syntax: '''Float list''', five comma separated '''floats''', one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Evasion:===&lt;br /&gt;
*How good the ship is at evading. Value defines the frequency of AI course changes while it is evading.&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: '''Float list''', five comma separated '''floats''', one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Courage:===&lt;br /&gt;
*How likely the ship is to chance danger to accomplish goals. Basically the lower the value sooner the AI will start evading when attacked and its less likely to target turrets.&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: '''Float list''', five comma separated '''floats''', one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Patience:===&lt;br /&gt;
*How willing the ship is to wait for an advantage before pursuing goals. Never actually implemented - It does absolutely nothing.&lt;br /&gt;
{{Table3611|This value affects how quickly the AI will attempt to &amp;quot;break&amp;quot; a stalemate situation if one is detected. Only applies if ''$Stalemate Time Threshold'' and ''$Stalemate Distance Threshold'' are used. The higher the patience, the longer the ship will wait in &amp;quot;stalemate&amp;quot; before breaking. If patience is 100, the AI will never break. &lt;br /&gt;
}}&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: '''Float list''', five comma separated '''floats''', one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
==Optional Elements==&lt;br /&gt;
===Other AI Class Attributes===&lt;br /&gt;
'''IMPORTANT NOTE''': If the following attributes are NOT specified, the code uses the index of the AI class instead. Use these if you want finer-grained control over the AI classes and/or you don't want the order of the AI classes to affect their behavior. ''If these are not specified, the behaviors described will be determined by the order of the AI class relative to the others in the file. Furthermore, having a different number of AI classes than retail can result in strange behavior if these are NOT set. It is recommended that if you make heavy use of custom AI classes, you specify all of these and set $Autoscale by AI Class Index to NO.''&lt;br /&gt;
&lt;br /&gt;
====$Afterburner Use Factor:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Affects how probably it is that the AI will use afterburners in &amp;quot;maybe&amp;quot; situations. A value of 1 means always, 2 means half the time, 3 a third of the time, etc.&lt;br /&gt;
* Syntax: '''Int list''', five comma separated '''integers''', one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Shockwave Evade Chances Per Second:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Controls how likely it is for a ship to try to start evading a shockwave. The higher the number, the more &amp;quot;chances per second&amp;quot; the ship has to evade. &lt;br /&gt;
* Syntax: '''Float list''', five comma separated '''float''', one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Get Away Chance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* How likely the AI is to use a &amp;quot;get away&amp;quot; maneuver instead of simply making evasive turns. &amp;quot;Get away&amp;quot; usually involves the AI flying straight away, usually on afterburner, and making small jinking motions (instead of large evasive turns). Higher values result in more &amp;quot;jousting&amp;quot; fights. &lt;br /&gt;
* Range: between 0.0 (never) and 1.0 (always)&lt;br /&gt;
* Syntax: '''Float list''',  five comma separated '''float''', one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Secondary Range Multiplier:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Multiplier which affects from how far away the AI will begin firing secondary weapons. Capped by the actual maximum range of the weapon. Penalty for firing in nebula still applies above and beyond this.&lt;br /&gt;
* Range: between 0.0 (point blank/never fires) and 1.0 (fires from maximum range).&lt;br /&gt;
* Syntax: '''Float list''',  five comma separated '''float''', one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Autoscale by AI Class Index:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* If set to YES (default), a number of miscellaneous AI probabilities are affected by the order of the AI class in the file (for example, the chance to fire countermeasures). Classes near the beginning of the file are generally weaker than classes at the end. If set to NO, this flag will turn off that auto scaling behavior (so that the order of the AI class does not affect AI behavior). &lt;br /&gt;
* Note that even if this is set to NO, the other options above will still be controlled by AI class index (so if you want complete independence, you need to set all of the options listed in the &amp;quot;Other AI Class Attributes&amp;quot; category).&lt;br /&gt;
* Default: YES&lt;br /&gt;
* Syntax: Boolean flag (YES/NO)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===AI Profiles Overrides===&lt;br /&gt;
{{Table3611|The following values can be inserted as overrides for their equivalent [[Ai_profiles.tbl]] values. They are all optional. If not set for an AI class, the values in AI Profiles will be used.&lt;br /&gt;
Syntax is the same as their AI Profiles counterparts.&lt;br /&gt;
* $AI Countermeasure Firing Chance:&lt;br /&gt;
* $AI In Range Time:&lt;br /&gt;
* $AI Always Links Ammo Weapons:&lt;br /&gt;
* $AI Maybe Links Ammo Weapons:&lt;br /&gt;
* $Primary Ammo Burst Multiplier:&lt;br /&gt;
* $AI Always Links Energy Weapons:&lt;br /&gt;
* $AI Maybe Links Energy Weapons:&lt;br /&gt;
* $Predict Position Delay:&lt;br /&gt;
* $AI Shield Manage Delay:&lt;br /&gt;
* $Friendly AI Fire Delay Scale:&lt;br /&gt;
* $Hostile AI Fire Delay Scale:&lt;br /&gt;
* $AI Turn Time Scale:&lt;br /&gt;
* $Glide Attack Percent:&lt;br /&gt;
* $Circle Strafe Percent:&lt;br /&gt;
* $Glide Strafe Percent:&lt;br /&gt;
* $Stalemate Time Threshold:&lt;br /&gt;
* $Stalemate Distance Threshold:&lt;br /&gt;
* $Chance AI Has to Fire Missiles at Player:&lt;br /&gt;
* $Max Aim Update Delay:&lt;br /&gt;
* $Turret Max Aim Update Delay:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===AI Profiles Flag Overrides===&lt;br /&gt;
{{Table3611|The following flags can be inserted to override their equivalent [[Ai_profiles.tbl]] flag values. They are all optional. If not set for an AI Class, the AI Profiles value will be used.&lt;br /&gt;
* $big ships can attack beam turrets on untargeted ships:&lt;br /&gt;
* $smart primary weapon selection:&lt;br /&gt;
* $smart secondary weapon selection:&lt;br /&gt;
* $smart shield management:&lt;br /&gt;
* $smart afterburner management:&lt;br /&gt;
* $allow rapid secondary dumbfire:&lt;br /&gt;
* $huge turret weapons ignore bombs:&lt;br /&gt;
* $don't insert random turret fire delay:&lt;br /&gt;
* $prevent turrets targeting too distant bombs:&lt;br /&gt;
* $smart subsystem targeting for turrets:&lt;br /&gt;
* $allow turrets target weapons freely:&lt;br /&gt;
* $allow vertical dodge:&lt;br /&gt;
* $No extra collision avoidance vs player:&lt;br /&gt;
}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
* $all ships manage shields:&lt;br /&gt;
}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
* $ai can slow down when attacking big ships:&lt;br /&gt;
}}&lt;br /&gt;
{{Table382|&lt;br /&gt;
* $use actual primary range:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
   #AI Classes&lt;br /&gt;
   $Name:         Captain&lt;br /&gt;
   $accuracy:     0.5      0.55     0.6      0.65     0.7&lt;br /&gt;
   $evasion:      10,      20,      30,      40,      50&lt;br /&gt;
   $courage:      10,      20,      30,      40,      50&lt;br /&gt;
   $patience:     10,      20,      30,      40,      50&lt;br /&gt;
   #End&lt;br /&gt;
&lt;br /&gt;
{{Table3611| (Sample entry using some optional elements)&lt;br /&gt;
   #AI Classes&lt;br /&gt;
   $Name:         Captain&lt;br /&gt;
   $accuracy:                      0.5      0.55     0.6      0.65     0.7&lt;br /&gt;
   $evasion:                       10,      20,      30,      40,      50&lt;br /&gt;
   $courage:                       10,      20,      30,      40,      50&lt;br /&gt;
   $patience:                      10,      20,      30,      40,      50&lt;br /&gt;
   $Get Away Chance:               0.40,    0.45,    0.50,    0.55,    0.6&lt;br /&gt;
   $Autoscale by AI Class Index:     NO&lt;br /&gt;
   $AI In Range Time:              2,       1.6,     1.2,     0.8,     0.4&lt;br /&gt;
   $Primary Ammo Burst Multiplier: 0.6,     0.65,    0.7,     0.75,    0.8&lt;br /&gt;
   $Glide Attack Percent:          30,      40,      50,      60,      70&lt;br /&gt;
   $allow rapid secondary dumbfire:  NO&lt;br /&gt;
   $allow vertical dodge:            YES&lt;br /&gt;
   #End&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Ai_profiles.tbl&amp;diff=58232</id>
		<title>Ai profiles.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Ai_profiles.tbl&amp;diff=58232"/>
		<updated>2018-07-07T23:01:30Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: Adding &amp;quot;$Use Actual Primary Range:&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersionGit|2018-06-29|9d907c9}}&lt;br /&gt;
&lt;br /&gt;
The '''ai_profiles.tbl''' allows the creation and management of different patterns of AI behavior, called profiles.  Profiles consist of various statistics and flags that provide some control over AI behavior.  All options within a profile are optional; if an option is not specified it will follow the original FreeSpace 2 retail behavior.  Different missions can specify different profiles.&lt;br /&gt;
&lt;br /&gt;
The default ai_profiles.tbl is hardcoded into the FSO executable, and defines the &amp;quot;FS2 RETAIL&amp;quot; AI profile. It's usually recommended not to modify this profile, but to create a new AI profile in a modular table instead, which will then inherit its defaults from the FS2 RETAIL profile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-aip.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
'''#AI Profiles'''&lt;br /&gt;
&lt;br /&gt;
'''$Default Profile:''' ''a profile name''&lt;br /&gt;
&lt;br /&gt;
''Up to 9 different AI profiles''&lt;br /&gt;
&lt;br /&gt;
'''#End'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#AI Profiles==&lt;br /&gt;
*Indicates to the parser that this is an ai_profiles table file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Profile:===&lt;br /&gt;
*Defines the profile that each mission will use if no profile is specified in FRED.  In addition, this profile will be selected automatically in FRED when you create a new mission.  If this line is not specified, the default profile will be the FreeSpace 2 retail behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Profile Name:===&lt;br /&gt;
*The name of the profile, naturally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Afterburner Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed of afterburner recharge&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 5, 3, 2, 1.5, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Countermeasure Life Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to player launched countermeasure lifetime&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default:  3, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Countermeasure Firing Chance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the chance a countermeasure will be fired by an AI-controlled ship (this is scaled by ai_class)&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0.2, 0.3, 0.5, 0.9, 1.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI In Range Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*The delay (in seconds) for the AI to fire its weapons after getting in range.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default:  2, 1.4, 0.75, 0, -1}}&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as '''$AI Always Links Ammo Weapons:''' but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Primary Ammo Burst Multiplier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows the AI to fire primary weapons in bursts. How long the bursts are (and how much time between them) is a function of ammo remaining, distance to target, angle to target, and this multiplier. A value of 0 turns this feature off (AI fires normally, without bursts). A value &amp;lt; 1 will make for shorter bursts with larger gaps, and a value &amp;gt; 1 will give longer bursts with shorter gaps.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link energy primaries if energy levels are greater than these percents.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 100, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as '''$AI Always Links Energy Weapons:''' but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Missiles Locked on Player:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum number of missiles allowed to be homing in on a player at any given time&lt;br /&gt;
*Note: Single-player only, no restriction in multiplayer&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Incoming Asteroids:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of active (i.e. &amp;quot;thrown&amp;quot;) asteroids that can be heading toward a friendly ship at any given time&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 3, 4, 5, 7, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Damage Factor: or $AI Damage Reduction to Player Hull:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor: or $AI Damage Reduction to Player Subsys:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the '''$Player Damage Factor:'''&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the measure of time (in F1_0 units) after which the AI will recalculate the position of its target.  &lt;br /&gt;
*It does not apply to the AI's aim, it only applies to things like avoiding collisions and maneuvering at close range. Generally, anything other than a 0 just allows the AI to do monumentally stupid things like try to turn to avoid ramming where it thought you were 2 seconds ago.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
===$AI Shield Manage Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also '''$AI Shield Manage Delays:'''&lt;br /&gt;
*Sets the time in seconds between each instance of an AI ship managing its shields&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 5, 4, 2.5, 1.2, 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for friendly ships&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 2, 1.4, 1.25, 1.1, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for friendly ships&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0.4, 0.6, 0.8, 1.0, 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 1.4, 1.2, 1.0, 0.8, 0.6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Turn Time Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*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). &lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 3, 2.2, 1.6, 1.3, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Attack Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide attack&amp;quot; move when it has the opportunity. Glide attack means using glide to maintain course while aiming and firing at the current target. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Circle Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;circle strafe&amp;quot; move when it has the opportunity. Circle strafe means that the ship will attempt &amp;quot;Descent-like&amp;quot; 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.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Random Sidethrust Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Percentage of the time where AI ships will randomly sidethrust in a dogfight.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Time Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The minimum amount of time required for the AI to detect a &amp;quot;stalemate&amp;quot; situation. If a ship and its target have been within a certain distance of each other (defined by ''$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.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Distance Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The maximum distance that an AI ship must remain from its target for a &amp;quot;stalemate&amp;quot; to occur (see ''$Stalemate Time Threshold''). &lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player's shields recharge&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Weapon Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player's weapons recharge&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default:  10, 4, 2.5, 2, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Player Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Kill Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0.30, 0.30, 0.30, 0.30, 0.30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Assist Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*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)&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0.15, 0.15, 0.15, 0.15, 0.15}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Awarded For Capship Assist:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In TvT and Coop missions all teammates will be granted this percentage of the capships score when someone scores a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0.5, 0.5, 0.5, 0.5, 0.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Repair Penalty:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The amount to subtract from the player's score if they are repaired by a support ship&lt;br /&gt;
*Syntax: '''Integer list'''&lt;br /&gt;
**Default: 10, 20, 35, 50, 60}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Delay Before Allowing Bombs to Be Shot Down:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Time after bombs are fired during which the bombs are invulnerable to weapon hits&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 1.5, 1.5, 1.5, 1.5, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chance AI Has to Fire Missiles at Player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Chance - expressed in ('''value''' + 1) / 7 - of each AI turret within current 10 second segment to be allowed to shoot missiles at player ship.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0, 1, 2, 3, 4}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Aim Update Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Maximum amount of delay allowed before the AI will update its aim. Until the next update, the AI will project the target forward based on last checked position and velocity. Applies to small ships vs small ships (dogfights). The actual delay is randomly selected between 0 and the maximum (so setting a value of 2 will result in an average of 1 second delay).&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Max Aim Update Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*As $Max Aim Update Delay, but affecting turrets instead&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
===$Player Autoaim FOV:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Gives the player autoaim within the specified number of degrees from the target (FOV). &lt;br /&gt;
*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.)&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Affects how the &amp;quot;model detail level&amp;quot; setting in Options switches between LOD levels. &lt;br /&gt;
*This number acts as a multiplier on the LOD distances specified in ships.tbl.&lt;br /&gt;
*NOTE THAT THIS IS PER DETAIL LEVEL, NOT PER DIFFICULTY LEVEL.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0.125, 0.25, 1.0, 4.0, 8.0}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries are boolean flags.  They can be set to ''YES'' or ''NO'', ''TRUE'' or ''FALSE'', ''OUI'' or ''NON'', ''HIja&amp;amp;prime;'' or ''ghobe&amp;amp;prime;'', etc.  The default is ''NO''.&lt;br /&gt;
&lt;br /&gt;
===$big ships can attack beam turrets on untargeted ships:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, big ships can attack a beam turret that's firing on them from a ship that they don't currently have targeted.}}&lt;br /&gt;
&lt;br /&gt;
===$smart primary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new primary weapon selection method}}&lt;br /&gt;
&lt;br /&gt;
===$smart secondary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new secondary weapon selection method (including proper use of bomber+ missiles)}}&lt;br /&gt;
&lt;br /&gt;
===$smart shield management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shields will devote all their charging energy to the weakest quadrant(s) and not waste energy on fully-charged quadrants (previously was -smart_shields on the command line)}}&lt;br /&gt;
&lt;br /&gt;
===$smart afterburner management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly use brief pulses of afterburner power instead of afterburning until fuel is exhausted}}&lt;br /&gt;
&lt;br /&gt;
===$allow rapid secondary dumbfire:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows an AI ship to switch to rapid fire for dumbfire missiles}}&lt;br /&gt;
&lt;br /&gt;
===$huge turret weapons ignore bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, causes huge turret weapons (including anti-capship beams) to not target bombs}}&lt;br /&gt;
&lt;br /&gt;
===$don't insert random turret fire delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, removes the random turret fire delay (from .1 to .9 seconds) inserted in addition to AI Fire Delay Scale}}&lt;br /&gt;
&lt;br /&gt;
===$hack improve non-homing swarm turret fire accuracy:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*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&lt;br /&gt;
*Also disables swarm weapons ability to fire only on the 'turrets barrel line'.}}&lt;br /&gt;
&lt;br /&gt;
===$shockwaves damage small ship subsystems:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shockwaves will cause damage to small ship subsystems (like in FS1)}}&lt;br /&gt;
&lt;br /&gt;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
===$ignore lower bound for minimum speed of docked ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no lower bound for the speed at which docked ships move (like in FS1).&lt;br /&gt;
*When a ship is towing another ship or ships, the towing ship will be slowed down to a degree depending on the total mass of all docked ships.  In FS1, the ships could slow down to an arbitrarily slow speed, even a fraction of a m/s above zero.  In FS2, there is a lower bound on this behavior so that all ships are guaranteed to move at a minimum docked speed.  When set, this flag removes the lower bound and restores FS1 behavior.}}&lt;br /&gt;
&lt;br /&gt;
===$disable linked fire penalty:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*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 ).}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will do the same damage to a ship regardless of &amp;quot;big damage&amp;quot;, &amp;quot;supercap&amp;quot;, etc. ship types.}}&lt;br /&gt;
&lt;br /&gt;
===$use additive weapon velocity:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*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.}}&lt;br /&gt;
&lt;br /&gt;
===$use newtonian dampening:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Newtonian Dampening changes turning and acceleration behavior. By default, there's quite a bit of slide when you turn, and when combined with high damp values (such as in BtRL), you can actually push your speed up beyond the max. Newtonian Dampening is the more realistic turns, where too much turning will lower your speed. Forward momentum is also affected. Backslash can explain it in more detail. [http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741] }}&lt;br /&gt;
&lt;br /&gt;
===$include beams for kills and assists:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, beam damage is counted when calculating kills and assists.}}&lt;br /&gt;
&lt;br /&gt;
===$score kills based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the killer inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
===$score assists based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the player gaining the assist inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
===$allow event and goal scoring in multiplayer:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, players (rather than just their team) can gain score from events in multiplayer.}}&lt;br /&gt;
&lt;br /&gt;
===$fix linked primary weapon decision bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*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.}}&lt;br /&gt;
&lt;br /&gt;
===$prevent turrets targeting too distant bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from targeting bombs beyond maximum range of the weapons of the turret.}}&lt;br /&gt;
&lt;br /&gt;
===$smart subsystem targeting for turrets:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*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.}}&lt;br /&gt;
&lt;br /&gt;
===$fix heat seekers homing on stealth ships bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, heat-seeking missiles will not home in on stealth ships (this mirrors the established behavior where heat-seeking missiles do not home in on ships that are hidden from sensors).}}&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty primaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without primaries.}}&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty secondaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$allow turrets target weapons freely:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to target any weapons instead of just targeting bombs, to be used in conjunction with target priorities setup.}}&lt;br /&gt;
&lt;br /&gt;
===$use only single fov for turrets:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to fire outside some hardcoded FOV set for certain missile types limits, and rely only on the user defined FOV.}}&lt;br /&gt;
&lt;br /&gt;
===$allow vertical dodge:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows ships to dodge weapons fire vertically as well as horizontally.}}&lt;br /&gt;
&lt;br /&gt;
===$force beam turrets to use normal fov:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set makes beam turrets use same FOV rules as other weapons do. Prevents beam from a turret from following the target beyond the turret's FOV}}&lt;br /&gt;
&lt;br /&gt;
===$fix AI class bug:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*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.}}&lt;br /&gt;
&lt;br /&gt;
===$turrets ignore targets radius in range checks:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$no extra collision avoidance vs player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*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.}}&lt;br /&gt;
&lt;br /&gt;
===$perform fewer checks for death screams:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*If set, the game will check if the dying ship is a player's wingman, before making it give a death scream.&lt;br /&gt;
Prior to revision 9119, this was &amp;quot;$perform fewer checks for death screams:&amp;quot;, but the old version will still parse correctly.}}&lt;br /&gt;
&lt;br /&gt;
===$advanced turret fov edge checks:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$require turrets to have target in fov:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$all ships manage shields:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows AI to manage shields on big ships}}&lt;br /&gt;
&lt;br /&gt;
===$ai aims from ship center:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*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.}}&lt;br /&gt;
&lt;br /&gt;
===$allow primary link at mission start:===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*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 $allow primary link delay and defaulted to YES. The old method is still supported for compatibility.)}}&lt;br /&gt;
&lt;br /&gt;
===$allow beams to damage bombs:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*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.}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling for player:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, Player weapon damage will no longer be scaled down when firing a non-huge primary against a ship with the &amp;quot;big damage&amp;quot; flag. Use with caution, as this may severely impact mission balance.}}&lt;br /&gt;
&lt;br /&gt;
===$countermeasures affect aspect seekers:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$ai guards specific ship in wing:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If ordered to guard a ship in a wing (of which it is not a member), the AI will guard that specific ship instead of the entire wing (resulting in guarding the wing leader).}}&lt;br /&gt;
&lt;br /&gt;
===$ai path mode:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Possible options are &amp;quot;normal&amp;quot; and &amp;quot;alt1&amp;quot;. The alt1 mode differs from the normal behaviour in the following ways:&lt;br /&gt;
**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. &lt;br /&gt;
**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).&lt;br /&gt;
**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.&lt;br /&gt;
**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]]&lt;br /&gt;
Blue is what happens with regular pathing. Red is the modified pathing: as you can see, it actively moves back towards the line.&lt;br /&gt;
**5. AI will respect &amp;quot;cap-waypoint-speed&amp;quot; when following paths (such as when docking or departing via bay).}}&lt;br /&gt;
&lt;br /&gt;
===$default weapon select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the -weapon_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$default ship select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*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.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$no warp camera:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, prevents the view from switching to the external camera when the player warps out.&lt;br /&gt;
*Note: this flag is deprecated and may get moved to another table without further notice.}}&lt;br /&gt;
&lt;br /&gt;
===$fix ai path order bug:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, ship will follow its own waypoint path unless the wingleader has the same waypoint path and order.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: '''''Boolean'''''}}&lt;br /&gt;
&lt;br /&gt;
===$aspect bomb invulnerability fix:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, the code that makes bombs invulnerable for the first 1.5 seconds of life will use the correct lifetime calculation for aspect bombs.  Without this fix, the invulnerability time will be extended by 20% of the total lifetime of the bomb.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: '''''Boolean'''''}}&lt;br /&gt;
&lt;br /&gt;
===$glide decay requires thrust:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, gliding ships will maintain their current speed without decay as long as they aren't actively thrusting.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: '''''Boolean'''''}}&lt;br /&gt;
&lt;br /&gt;
===$ai can slow down when attacking big ships:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*When set, fighters attacking big ships will slow down depending on how long they've been attacking (80% speed after 5 seconds, 60% after 8 seconds, 40% after 10 seconds, and 20% after 15 seconds), how long it's been since they were last shot (full throttle if it was within the past 6 seconds), and how close they are (full throttle if the target is more than 1200 meters away).&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: '''''Boolean'''''}}&lt;br /&gt;
&lt;br /&gt;
===$use actual primary range:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, fighters will no longer fire primary weapons at targets outside their range just because weapon travel time would be sufficiently short.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: '''''Boolean'''''}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrive speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Causes all AI ships arriving from fighterbays (following a fighterbay path) to gradually accelerate, instead of immediately attempting to attain maximum speed. This can be used to prevent fighters from overshooting the fighterbay paths. The initial target speed is the maximum speed multiplied by the given value, with the multiplier gradually approaching 1.0 as the distance to the end of the path decreases.&lt;br /&gt;
**Syntax: '''''Float''''' (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Barrive_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$bay depart speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*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.&lt;br /&gt;
**Syntax: '''''Float''''' (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Bdepart_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
*Retail FS2 behaviour&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#AI Profiles&lt;br /&gt;
&lt;br /&gt;
$Default Profile:                              FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Profile Name:                                 FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Player Afterburner Recharge Scale:            5,    3,    2,    1.5,  1&lt;br /&gt;
$Max Beam Friendly Fire Damage:                0,    5,    10,   20,   30&lt;br /&gt;
$Player Countermeasure Life Scale:             3,    2,    1.5,  1.25, 1&lt;br /&gt;
$AI Countermeasure Firing Chance:              0.2,  0.3,  0.5,  0.9,  1.1&lt;br /&gt;
$AI In Range Time:                             2,    1.4,  0.75, 0,    -1&lt;br /&gt;
$AI Always Links Ammo Weapons:                 95,   80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Ammo Weapons:                  90,   60,   40,   20,   10&lt;br /&gt;
$Primary Ammo Burst Multiplier:                0,    0,    0,    0,    0&lt;br /&gt;
$AI Always Links Energy Weapons:               100,  80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Energy Weapons:                90,   60,   40,   20,   10&lt;br /&gt;
$Max Missiles Locked on Player:                2,    3,    4,    7,    99&lt;br /&gt;
$Max Player Attackers:                         2,    3,    4,    5,    99&lt;br /&gt;
$Max Incoming Asteroids:                       3,    4,    5,    7,    10&lt;br /&gt;
$Player Damage Factor:                         0.25, 0.5,  0.65, 0.85, 1&lt;br /&gt;
$Player Subsys Damage Factor:                  0.2,  0.4,  0.6,  0.8,  1&lt;br /&gt;
$Predict Position Delay:                       2,    1.5,  1.333,0.5,  0&lt;br /&gt;
$AI Shield Manage Delay:                       5,    4,    2.5,  1.2,  0.1&lt;br /&gt;
$Friendly AI Fire Delay Scale:                 2,    1.4,  1.25, 1.1,  1&lt;br /&gt;
$Hostile AI Fire Delay Scale:                  4,    2.5,  1.75, 1.25, 1&lt;br /&gt;
$Friendly AI Secondary Fire Delay Scale:       0.4,  0.6,  0.8,  1.0,  1.2&lt;br /&gt;
$Hostile AI Secondary Fire Delay Scale:        1.4,  1.2,  1.0,  0.8,  0.6&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Glide Attack Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Circle Strafe Percent:                        0,    0,    0,    0,    0&lt;br /&gt;
$Glide Strafe Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Random Sidethrust Percent:                    0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Time Threshold:                     0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Distance Threshold:                 0,    0,    0,    0,    0&lt;br /&gt;
$Player Shield Recharge Scale:                 4,    2,    1.5,  1.25, 1&lt;br /&gt;
$Player Weapon Recharge Scale:                 10,   4,    2.5,  2,    1.5&lt;br /&gt;
$Max Turret Target Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Max Turret Player Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Percentage Required For Kill Scale:           0.30, 0.30, 0.30, 0.30, 0.30&lt;br /&gt;
$Percentage Required For Assist Scale:         0.15, 0.15, 0.15, 0.15, 0.15&lt;br /&gt;
$Percentage Awarded For Capship Assist:        0.1,  0.2,  0.35, 0.5,  0.6&lt;br /&gt;
$Repair Penalty:                               10,   20,   35,   50,   60&lt;br /&gt;
$Delay Before Allowing Bombs to Be Shot Down:  1.5,  1.5,  1.5,  1.5,  1.5&lt;br /&gt;
$Chance AI Has to Fire Missiles at Player:     0,    1,    2,    3,    4&lt;br /&gt;
$Max Aim Update Delay:                         0,    0,    0,    0,    0&lt;br /&gt;
$Turret Max Aim Update Delay:                  0,    0,    0,    0,    0&lt;br /&gt;
$Player Autoaim FOV:                           0,    0,    0,    0,    0&lt;br /&gt;
$Detail Distance Multiplier:                   0.125,0.25, 1.0,  4.0,  8.0&lt;br /&gt;
&lt;br /&gt;
$big ships can attack beam turrets on untargeted ships:  NO&lt;br /&gt;
$smart primary weapon selection:                         NO&lt;br /&gt;
$smart secondary weapon selection:                       NO&lt;br /&gt;
$smart shield management:                                NO&lt;br /&gt;
$smart afterburner management:                           NO&lt;br /&gt;
$allow rapid secondary dumbfire:                         NO&lt;br /&gt;
$huge turret weapons ignore bombs:                       NO&lt;br /&gt;
$don't insert random turret fire delay:                  NO&lt;br /&gt;
$hack improve non-homing swarm turret fire accuracy:     NO&lt;br /&gt;
$shockwaves damage small ship subsystems:                NO&lt;br /&gt;
$navigation subsystem governs warpout capability:        NO&lt;br /&gt;
$ignore lower bound for minimum speed of docked ship:    NO&lt;br /&gt;
$disable linked fire penalty:                            NO&lt;br /&gt;
$disable weapon damage scaling:                          NO&lt;br /&gt;
$use additive weapon velocity:                           NO&lt;br /&gt;
$use newtonian dampening:                                NO&lt;br /&gt;
$include beams for kills and assists:                    NO&lt;br /&gt;
$score kills based on damage caused:                     NO&lt;br /&gt;
$score assists based on damage caused:                   NO&lt;br /&gt;
$allow event and goal scoring in multiplayer:            NO&lt;br /&gt;
$fix linked primary weapon decision bug:                 NO&lt;br /&gt;
$prevent turrets targeting too distant bombs:            NO&lt;br /&gt;
$smart subsystem targeting for turrets:                  NO&lt;br /&gt;
$fix heat seekers homing on stealth ships bug:           NO&lt;br /&gt;
$multi allow empty primaries:                            NO&lt;br /&gt;
$multi allow empty secondaries:                          NO&lt;br /&gt;
$allow turrets target weapons freely:                    NO&lt;br /&gt;
$use only single fov for turrets:                        NO&lt;br /&gt;
$allow vertical dodge:                                   NO&lt;br /&gt;
$force beam turrets to use normal fov:                   NO&lt;br /&gt;
$fix AI class bug:                                       NO&lt;br /&gt;
$turrets ignore targets radius in range checks:          NO&lt;br /&gt;
$no extra collision avoidance vs player:                 NO&lt;br /&gt;
$perform fewer checks for death screams:                 NO&lt;br /&gt;
$advanced turret fov edge checks:                        NO&lt;br /&gt;
$require turrets to have target in fov:                  NO&lt;br /&gt;
$all ships manage shields:                               NO&lt;br /&gt;
$ai aims from ship center:                               NO&lt;br /&gt;
$allow primary link at mission start:                    NO&lt;br /&gt;
$allow beams to damage bombs:                            NO&lt;br /&gt;
$disable weapon damage scaling for player:               NO&lt;br /&gt;
$countermeasures affect aspect seekers:                  NO&lt;br /&gt;
$ai path mode:                                           normal&lt;br /&gt;
$no warp camera:                                         NO&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# &amp;quot;[http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741 Re: New difficulty? - Feature request!]&amp;quot;, ''Hard Light Productions Forums'', Hard Light Productions, 2007-12-15. Retrieved on [[December_27]], [[2007]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Ssm.tbl&amp;diff=55790</id>
		<title>Ssm.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Ssm.tbl&amp;diff=55790"/>
		<updated>2018-01-05T22:58:26Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: Forgot the randomization upgrades.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2015-08-24|abd31038e7}}&lt;br /&gt;
&lt;br /&gt;
The '''ssm.tbl''' was originally meant for defining the flight behavior of subspace missiles (SSM).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-ssm.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
*Table consists of independent '''$SSM:''' entries&lt;br /&gt;
*Table ends with '''#end'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Table Entries==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==$SSM:==&lt;br /&gt;
*Names the SSM strike.&lt;br /&gt;
{{Table374|The name itself is optional; if not present, it gets defaulted to &amp;quot;SSM &amp;lt;index&amp;gt;&amp;quot;, allowing easy selection in FRED.}}&lt;br /&gt;
*Syntax: '''String''', name of the strike (as used by SEXPs and weapons)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon:===&lt;br /&gt;
*Defines the weapon used in the strike.&lt;br /&gt;
*Syntax: '''String''', name of the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Count:===&lt;br /&gt;
* (Optional) Defines number of the weapons fired by the strike.&lt;br /&gt;
*Syntax: '''Integer''', defaults to 1&lt;br /&gt;
{{Table374|&lt;br /&gt;
===+Min Count:===&lt;br /&gt;
* (Optional) Can be used instead of &amp;quot;+Count:&amp;quot;, and in combination with &amp;quot;+Max Count:&amp;quot;, to allow for a random number of weapons to be in the strike.&lt;br /&gt;
*Syntax: '''Integer'''&lt;br /&gt;
===+Max Count:===&lt;br /&gt;
* (Required if &amp;quot;+Min Count:&amp;quot; is used) Specifies the maximum number of weapons that can be fired by the strike.&lt;br /&gt;
*Syntax: '''Integer'''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+WarpRadius:===&lt;br /&gt;
*Defines the radius of the warp effect.&lt;br /&gt;
*Syntax: '''Float'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+WarpTime:===&lt;br /&gt;
* (Optional) Defines the lifetime of the warp effect in seconds. Non-beam weapons fire halfway through this lifetime; beam weapons either fire at the start of the effect or at the appropriate time so that the midpoint of the beam is the same as the midpoint of the warp effect, whichever is later.&lt;br /&gt;
*Syntax: '''Float''', defaults to 4.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Radius:===&lt;br /&gt;
*Defines the radius of the formation used by the weapons in the strike.&lt;br /&gt;
*Syntax: '''Float'''&lt;br /&gt;
{{Table374|&lt;br /&gt;
===+Min Radius:===&lt;br /&gt;
* (Optional) Can be used instead of &amp;quot;+Radius&amp;quot;, and in combination with &amp;quot;+Max Radius:&amp;quot;, to allow for a random radius to be used by the strike.&lt;br /&gt;
*Syntax: '''Float'''&lt;br /&gt;
===+Max Radius:===&lt;br /&gt;
* (Required if &amp;quot;+Min Radius:&amp;quot; is used) Specifies the maximum radius of the strike formation.&lt;br /&gt;
*Syntax: '''Float'''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Offset:===&lt;br /&gt;
* (Optional) Defines the offset of the formation used by the weapons in the strike; generally works best with circular strikes.&lt;br /&gt;
*Syntax: '''Float''', defaults to 0&lt;br /&gt;
{{Table374|&lt;br /&gt;
===+Min Offset:===&lt;br /&gt;
* (Optional) Can be used instead of &amp;quot;+Offset&amp;quot;, and in combination with &amp;quot;+Max Offset:&amp;quot;, to allow for a random offset to be used by the strike.&lt;br /&gt;
*Syntax: '''Float'''&lt;br /&gt;
===+Max Offset:===&lt;br /&gt;
* (Required if &amp;quot;+Min Offset:&amp;quot; is used) Specifies the maximum offset of the strike formation.&lt;br /&gt;
*Syntax: '''Float'''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Shape:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
* (Optional) The shape used for the formation of weapons.&lt;br /&gt;
*Syntax: '''Point''', '''Circle''', or '''Sphere'''; defaults to Circle}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+HUD Message:===&lt;br /&gt;
* (Optional) Whether or not firing this SSM triggers a HUD message.&lt;br /&gt;
*Syntax: '''Boolean''', defaults to true&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Custom Message:===&lt;br /&gt;
* (Optional) Can be used to define a custom message to be triggered when the SSM is fired.&lt;br /&gt;
*Syntax: '''String'''&lt;br /&gt;
*Note: By default, the message played is the one defined in strings.tbl index 1570, which is set to the generic &amp;quot;Firing Artillery&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Alarm Sound:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
* (Optional) Can be used to define a custom alarm sound to be played when the SSM is fired.&lt;br /&gt;
*Syntax: '''Integer'''}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Game_settings.tbl&amp;diff=46258</id>
		<title>Game settings.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Game_settings.tbl&amp;diff=46258"/>
		<updated>2017-11-20T22:37:06Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: whoops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersionGit|2015-11-21|71cf169}}&lt;br /&gt;
&lt;br /&gt;
The '''game_settings.tbl''', also known as mod.tbl, defines options that can be changed globally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-mod.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==#GAME SETTINGS==&lt;br /&gt;
Optional. Contains settings that affect how the engine works.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Target Version:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Specifies the minimum version of FreeSpace Open that this mod supports. If the version specified here is greater than the version of the current build, an error message is displayed.&lt;br /&gt;
}}&lt;br /&gt;
{{Table381|&lt;br /&gt;
The $Minimum version option has been renamed to $Target Version. The old name is kept with the same functionality for backwards-compatibility.&lt;br /&gt;
&lt;br /&gt;
The target version specifies what version of the FSO engine this mod was created for. It will be used by the engine to enable or disable backwards-incompatible changes by default. The default value is 2.0 which specifies that the mod targets the retail engine version.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Major:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the major component of the target version.&lt;br /&gt;
*Syntax: '''''Integer'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Example: '''''3''''' (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Minor:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the minor component of the target version.&lt;br /&gt;
*Syntax: '''''Integer'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Example: '''''7''''' (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Build:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the build component of the target version.&lt;br /&gt;
*Syntax: '''''Integer'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Example: '''''3''''' (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Revision:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. Sets the revision component of the target version. If no revision is given then all builds of that release are supported (even nightly builds if there are any).&lt;br /&gt;
For nightly builds this is the date in YYYYMMDD format.&lt;br /&gt;
*Syntax: '''''Integer'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Example: '''''20151121''''' (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Window title:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Specifies the name of the FSO window when this mod is running. If blank or unspecified, the window will have the default title of &amp;quot;FreeSpace 2&amp;quot;.&lt;br /&gt;
*Syntax: '''''String'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#CAMPAIGN SETTINGS==&lt;br /&gt;
Optional. This group contains various Campaign related settings and overrides.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Campaign File Name:===&lt;br /&gt;
Defines which campaign will be selected by default for new pilots. A file extension is not needed and, if present, is removed by the code.&lt;br /&gt;
*Syntax: '''''String'''''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===#Ignored Campaign File Names===&lt;br /&gt;
Optional. Defines which campaigns, if present, will not appear in the Campaign Room. Only single-player campaigns can be ignored. ''File extensions are required.''&lt;br /&gt;
{{Table371|As of 3.7.1, file extensions are not required and, if present, are removed by the code.}}&lt;br /&gt;
====$Campaign File Name:====&lt;br /&gt;
File name of the campaign to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: '''''String'''''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Red-alert applies to delayed ships:===&lt;br /&gt;
Controls whether red-alert saved statistics (hitpoints, weapons, subsystem strengths) will be restored for ships that are not present at mission start.&lt;br /&gt;
*Syntax: '''''Boolean'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#HUD SETTINGS==&lt;br /&gt;
Optional. This group contains various HUD behavior settings and overrides&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Directive Wait Time:===&lt;br /&gt;
*Defines how long the game will wait before displaying a directive.&lt;br /&gt;
*Syntax: '''''Integer'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Values: '''''Greater than or equal to 0 ms'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cutscene camera displays HUD:===&lt;br /&gt;
Show the HUD when the cutscene camera is enabled.&lt;br /&gt;
*Syntax: '''''Boolean'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Cutscene camera disables HUD: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Full color head animations:===&lt;br /&gt;
Enables full-color head ANIs. Normal head ANIs will appear in gray.&lt;br /&gt;
*Syntax: '''''Boolean'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Color head animations with hud colors: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SEXP SETTINGS==&lt;br /&gt;
Optional. This group contains SEXP settings and overrides.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Loop SEXPs Then Arguments:===&lt;br /&gt;
Flips how when-argument settings loop. See: [http://www.hard-light.net/forums/index.php?topic=79602.0 SEXP Argument changes via mod.tbl] &lt;br /&gt;
*Syntax: '''''Boolean'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Alternate Chaining Behavior:===&lt;br /&gt;
When set, this makes the event chaining behavior act as people expected it to be in [http://scp.indiegames.us/mantis/view.php?id=82 Mantis #82].&lt;br /&gt;
*Syntax: '''''Boolean'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#GRAPHICS SETTINGS==&lt;br /&gt;
Optional. This group contains settings related to graphics.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Enable External Shaders:===&lt;br /&gt;
Enables the use of external shader files. By default, the engine will use the built-in shaders.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Detail Level:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Determines which graphics detail level preset (low, medium, high, very high) acts as the default for new pilots.&lt;br /&gt;
*Syntax: '''''Integer''''' (0-3)&lt;br /&gt;
*Default Value: '''''3''''' (very high)&amp;lt;br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
===$Briefing Window FOV:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Determines the FOV in the briefing Icon window. Retail default for this is 0.29375, previous versions of FSO used a value of 0.5.&lt;br /&gt;
*Syntax: '''''Float''''' (0.0 to 1.0)&lt;br /&gt;
*Default Value: '''''0.29375'''''&amp;lt;br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
===$Generic Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of the pain red flash when the player is hit.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default Value: '''''1.0'''''&amp;lt;br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of a pain flash when the player's shields are hit. Color will match the current ships shield color defined in ships.tbl. A value of 0 will give retail behavior (no shield effect). Positive values will cause the effect to start at full intensity at full shields and go to next to no intensity at zero shields. Negative values will cause no effect at full shields and full effect at no shields. Values should be kept between -1.0 and 1.0 for good pilot visibility.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default Value: '''''0.0'''''&amp;lt;br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
===$BMPMAN Slot Limit:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Determines the maximum number of textures that can be loaded simultaneously. This includes every frame of an animation, unless that animation is streaming (e.g. command briefing animations, message talking heads, etc). Also includes dynamically-created textures (used internally for various functions).&lt;br /&gt;
*Syntax: '''''Int'''''&lt;br /&gt;
*Values: '''''Greater than or equal to 3500'''''&lt;br /&gt;
*Default Value: '''''4750'''''&amp;lt;br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
==#SOUND SETTINGS==&lt;br /&gt;
Optional. This group contains sound-related settings&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Default Sound Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default sound fx volume for new pilots.&lt;br /&gt;
*Syntax: '''''Float''''', between 0.0 and 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: '''''1.0'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Default Music Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default music volume for new pilots.&lt;br /&gt;
*Syntax: '''''Float''''', between 0.0 and 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: '''''0.5'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Default Voice Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default voice volume for new pilots.&lt;br /&gt;
*Syntax: '''''Float''''', between 0.0 and 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: '''''0.7'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#FRED SETTINGS==&lt;br /&gt;
Optional. This group contains settings for FRED. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Disable Hard Coded Message Head Ani Files:===&lt;br /&gt;
{{table371|&lt;br /&gt;
If set, FRED will not fill the head ani selection in the Event Editor with the retail head ani filenames.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''&amp;lt;br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
==#OTHER SETTINGS==&lt;br /&gt;
Optional. This group contains miscellaneous settings. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Turret Collisions:===&lt;br /&gt;
Makes all hits to a turret's barrels count as hits to the turret subsystem. By default, this does not happen unless the point of impact falls inside the model radius of the turret's base.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Damage Impacted Subsystem First:===&lt;br /&gt;
If set, a hit to a physical subsystem will always deal damage to that subsystem first, even if another subsystem is closer to the point of impact. By default, the closest subsystem will always receive damage first.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Default ship select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*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.&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
===$Default weapon select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the -weapon_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
===$Weapons inherit parent collision group:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set to true, Weapons fired by a ship will inherit their parents' collision group setting. Default is false.}}&lt;br /&gt;
&lt;br /&gt;
===$Flight controls follow eyepoint orientation:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that if the player ship's eyepoint happens to rotate into a non-standard orientation, pitch and yaw axes should stay relative to the eyepoint orientation, not the ship. Note that this does not affect the pitch/yaw turning speed, which always remains relative to the ship. Default is false.}}&lt;br /&gt;
&lt;br /&gt;
===$Beams Use Damage Factors:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that beam weapons will use the tabled damage factors for Armour, Shields and Subsystems. Default is false (i.e. all factors are treated as 1.0)}}&lt;br /&gt;
&lt;br /&gt;
===$Default fiction viewer UI:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies which fiction viewer layout to use in missions that don't specify one. Possible values are as follows:&lt;br /&gt;
**&amp;quot;FS2&amp;quot;: Standard layout. Requires (2_)fictionviewer and (2_)fictionviewer-m to be present in data\interface.&lt;br /&gt;
**&amp;quot;WCS&amp;quot;: Moves the &amp;quot;Accept&amp;quot; button to the lower-left corner of the screen. Requires (2_)fictionviewerb and (2_)fictionviewer-mb to be present in data\interface.&lt;br /&gt;
**&amp;quot;auto&amp;quot;: Selects &amp;quot;WCS&amp;quot; if the appropriate files are present; otherwise, selects &amp;quot;FS2&amp;quot;. This is the default setting.}}&lt;br /&gt;
&lt;br /&gt;
==#END==&lt;br /&gt;
Required. The last line of the table must be #END&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
&lt;br /&gt;
    #CAMPAIGN SETTINGS&lt;br /&gt;
    $Default Campaign File Name: NewCampaignFile&lt;br /&gt;
    &lt;br /&gt;
    #Ignored Campaign File Names&lt;br /&gt;
    $Campaign File Name: FreeSpace2.fc2&lt;br /&gt;
    &lt;br /&gt;
    #HUD SETTINGS&lt;br /&gt;
    $Directive Wait Time: 5000&lt;br /&gt;
    &lt;br /&gt;
    #SEXP SETTINGS&lt;br /&gt;
    $Loop SEXPs Then Arguments: True&lt;br /&gt;
    &lt;br /&gt;
    #OTHER SETTINGS&lt;br /&gt;
    $Fix Turret Collisions: True&lt;br /&gt;
    &lt;br /&gt;
    #END&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Command-Line_Reference&amp;diff=46257</id>
		<title>Command-Line Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Command-Line_Reference&amp;diff=46257"/>
		<updated>2017-11-20T22:25:40Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: /* Development Tools */ Adding -bmpmanusage.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2016-28-07|b40631e}}&lt;br /&gt;
&lt;br /&gt;
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|-?]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--May need version info for the various flags, such as 3.6.13, etc. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
'''&amp;quot;Enable Specular&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Only polygons mapped with textures for which a shinemap exists will receive specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Specular or if necessary to manually disable enter the flag -nospec}}&lt;br /&gt;
&lt;br /&gt;
====-env====&lt;br /&gt;
'''&amp;quot;Enable Environment maps&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
It only works if [[Command-Line_Reference#-spec|-spec]] is also set. Environment mapping intensity will be determined from the shine map too (see [[Texturing]] for more info). [[Installing FreeSpace 2 Open#Video setup|See Video setup.]]&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Environment Maps or if necessary to manually disable enter the flag -noenv }}&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
'''&amp;quot;Enable Glowmaps&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Glow Maps or if necessary to manually disable enter the flag -noglow }}&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
'''&amp;quot;Disable motion debris&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
&amp;quot;Disable scale-to-window for Movies&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Disables fullscreen scaling of video clips.&lt;br /&gt;
&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
'''&amp;quot;Apply Lighting to Missiles&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-normal====&lt;br /&gt;
'''&amp;quot;Enable Normal Maps&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Normal maps require GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary normal maps (the same name of the base map plus &amp;quot;-normal&amp;quot;). DXT5_NM DDS format is needed. (Technical note: DXT5 will work, since only the GREEN and ALPHA channels are read by the current shader system. One direction of lines goes into the GREEN channel, the other direction goes into the ALPHA channel. RED and BLUE can be either base gray (#808080) or black. Usual practice is after creating the DXT5_NM, copy the RED channel to the ALPHA channel, black out the RED and BLUE an then save as either a DXT5 or u8888 (uncompressed) DDS file.)&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Normal Maps or if necessary to manually disable enter the flag -nonormal }}&lt;br /&gt;
&lt;br /&gt;
====-height====&lt;br /&gt;
Enables height maps (parallax mapping). It only works if [[Command-Line_Reference#-normal|-normal]] is also set. It also needs GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary height maps (with the same name than base map plus &amp;quot;-height&amp;quot;).&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This feature is on by default. To manually disable, enter the flag -noheight}}&lt;br /&gt;
&lt;br /&gt;
====-post_process====&lt;br /&gt;
'''&amp;quot;Enable Post Processing&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====-soft_particles====&lt;br /&gt;
'''&amp;quot;Enable soft particles&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-3dshockwave====&lt;br /&gt;
'''&amp;quot;Enable 3D Shockwaves&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====-fxaa====&lt;br /&gt;
'''&amp;quot;Enable FXAA antialiasing&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Enables the FXAA postprocessing stage. Further information can be found here: http://www.hard-light.net/forums/index.php?topic=76145.0&lt;br /&gt;
&lt;br /&gt;
====-nolightshafts====&lt;br /&gt;
'''&amp;quot;Disable lightshafts&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====-enable_shadows====&lt;br /&gt;
{{table373|&lt;br /&gt;
'''&amp;quot;Enable shadows&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Enables shadows where supported by the OpenGL version provided by the user's GPU. -shadow_quality can be used to control the quality level.&lt;br /&gt;
{{note|Currently doesn't support shadows for cockpits and show ship.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-shadow_quality====&lt;br /&gt;
{{table373|&lt;br /&gt;
'''&amp;quot;Set shadows quality&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Valid ranges are 0 to 2 with 2 being the default. &lt;br /&gt;
&lt;br /&gt;
* 0 disables shadows (so there's no point in setting it!)&lt;br /&gt;
* 1 uses 512x512 shadow maps (lower quality)&lt;br /&gt;
* 2 uses 1024x1024 shadow maps (higher quality)&lt;br /&gt;
&lt;br /&gt;
Currently this requires -enable_shadows to be set, or it has no effect.&lt;br /&gt;
}}&lt;br /&gt;
{{table38|No longer requires -enable_shadows to be set.}}&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
'''&amp;quot;Compress non-compressed images&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
'''&amp;quot;Disable vertical sync&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-no_fps_capping====&lt;br /&gt;
'''&amp;quot;Don't limit frames-per-second&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
'''&amp;quot;Cache bitmaps between missions&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
'''&amp;quot;Another Pair of Scanning Lines&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
'''&amp;quot;Enable Info next to Target&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
&lt;br /&gt;
====-orbradar====&lt;br /&gt;
'''&amp;quot;Enables 3D radar&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
An Orb style 3D radar will replace the standard 2D version.&lt;br /&gt;
&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
'''&amp;quot;Enable Rearm/Repair Completion Timer&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
'''&amp;quot;Enable the analog Ballistic Ammo gauge&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
'''&amp;quot;Use Models for Ship Selection&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Uses ship models in ship selection window. It completely disables the standard ANI interface in this screen. &amp;lt;br&amp;gt;&lt;br /&gt;
Some mods need a compulsory use of this flag because they don't have available animations for their ships. In this situation, and if it is not used, the game will probably crash to desktop in the ship selection window.&lt;br /&gt;
&lt;br /&gt;
====-weapon_choice_3d====&lt;br /&gt;
'''&amp;quot;Use Models for Weapon Selection&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Uses weapon models in weapon loadout window for secondary weapons (missiles and bombs). It completely disables the standard ANI interface in this screen.  &amp;lt;br&amp;gt;&lt;br /&gt;
Some mods need a compulsory use of this flag because they don't have available animations for their secondary weapons. In this situation, and if it is not used, the game will probably crash to desktop in the weapon loadout window.&lt;br /&gt;
&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
'''&amp;quot;Enable 3D Warp&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
'''&amp;quot;Enable Flash upon Warp&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
&lt;br /&gt;
====-no_ap_interrupt====&lt;br /&gt;
'''&amp;quot;Disable Interrupting of AutoPilot&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Tells the game to not allow players to interrupt an autopilot already-in-progress.&lt;br /&gt;
&lt;br /&gt;
====-stretch_menu====&lt;br /&gt;
'''&amp;quot;Stretch interface to fill screen&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Scales the interface to fill the screen without preserving the aspect ratio. Omit this to keep the aspect ratio, adding black bars where appropriate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
'''&amp;quot;Preload mission game sounds&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
&lt;br /&gt;
====-nosound====&lt;br /&gt;
'''&amp;quot;Disable Sound and Music&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-nomusic====&lt;br /&gt;
'''&amp;quot;Disables Music&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
===Launcher===&lt;br /&gt;
====-portable_mode====&lt;br /&gt;
'''&amp;quot;Store config in portable location&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
'''&amp;quot;Run as Stand Alone Server&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Creates a standalone multi-player server.&lt;br /&gt;
&lt;br /&gt;
====-startgame====&lt;br /&gt;
'''&amp;quot;Skip Mainhall and Start Hosting&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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]]&lt;br /&gt;
&lt;br /&gt;
====-closed====&lt;br /&gt;
'''&amp;quot;Start Hosted Server as Closed&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Hosts a new game in a closed state, where no one can join until the in-game &amp;quot;Close&amp;quot; button is cleared.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -restricted or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-restricted====&lt;br /&gt;
'''&amp;quot;Host Confirms Join requests&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-multilog====&lt;br /&gt;
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&amp;amp;mdash;or with main data folder if no mod is active.&lt;br /&gt;
&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
{{Note| This feature is not available in current builds.}}&lt;br /&gt;
&lt;br /&gt;
====-mpnoreturn====&lt;br /&gt;
'''&amp;quot;Disables Flight Deck option&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-nohtl====&lt;br /&gt;
'''&amp;quot;Software Mode (very slow)&amp;quot;'''&lt;br /&gt;
{{Warning| Enabling this will significantly reduce performance.}}&lt;br /&gt;
Reverts to software rendering mode.&lt;br /&gt;
&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
'''&amp;quot;Disable Setting of Gamma&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
&lt;br /&gt;
====-nomovies====&lt;br /&gt;
'''&amp;quot;Disable Video Playback&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
'''&amp;quot;Disable Parsing Errors&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====-parse_cmdline_only====&lt;br /&gt;
'''&amp;quot;Parse Command Line Only&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
{{Note| This parameter was removed as of the July 5, 2011 nightly build.}}&lt;br /&gt;
&lt;br /&gt;
====-query_speech====&lt;br /&gt;
'''&amp;quot;Does this build have Speech?&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
&lt;br /&gt;
====-novbo====&lt;br /&gt;
'''&amp;quot;Disable OpenGL VBO&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-noibx====&lt;br /&gt;
'''&amp;quot;Don't use cached index buffers (IBX)&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
'''&amp;quot;Load all weapons, even those not used&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-disable_fbo====&lt;br /&gt;
'''&amp;quot;Disable OpenGL RenderTargets&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-disable_pbo====&lt;br /&gt;
'''&amp;quot;Disable OpenGL Pixel Buffer Objects&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
{{Table371|&lt;br /&gt;
*This feature is present to work around a bug in Linux's Mesa drivers for Intel integrated graphics cards}}&lt;br /&gt;
&lt;br /&gt;
====-no_glsl====&lt;br /&gt;
'''&amp;quot;Disable GLSL (shader) Support&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====-disable_glsl_model====&lt;br /&gt;
'''&amp;quot;Don't use shaders for model rendering&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-ati_swap====&lt;br /&gt;
'''&amp;quot;Fix Color issues on some ATI cards&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
[http://scp.indiegames.us/mantis/view.php?id=1669 Mantis #1669] is what led to this flag's creation.&lt;br /&gt;
&lt;br /&gt;
====-no_3d_sound====&lt;br /&gt;
'''&amp;quot;Use only 2D/stereo for sound effects&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-disable_di_mouse====&lt;br /&gt;
'''&amp;quot;Disables the DirectInput mouse code for FSO on windows.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
'''Windows Only''' Can make mouse movement smoother on certain machines.&lt;br /&gt;
&lt;br /&gt;
====-mipmap====&lt;br /&gt;
'''&amp;quot;Enable mipmapping&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
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). &amp;lt;br&amp;gt;&lt;br /&gt;
Since the use of already mipmapped DDS textures has become common, it has become deprecated.&lt;br /&gt;
The quality of the generated mipmaps depends on each GPU and used driver. It is normally used with [[Command-Line_Reference#-img2dds|-img2dds]] flag.&lt;br /&gt;
&lt;br /&gt;
====-use_gldrawelements====&lt;br /&gt;
'''&amp;quot;Use glDrawElements instead of glDrawRangeElements&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Introduced as a means of switching to the slower OpenGL call glDrawElements, instead of glDrawRangeElements.&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*This feature may resolve certain rendering problems where parts of models are not drawn on Linux drivers}}&lt;br /&gt;
&lt;br /&gt;
====-keyboard_layout====&lt;br /&gt;
'''&amp;quot;Manually sets a keyboard layout&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
A commandline parameter to set the keyboard layout as a string parameter.&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Currently the only valid string is &amp;quot;qwertz&amp;quot; (German) but French azerty may be added in future.}}&lt;br /&gt;
&lt;br /&gt;
====-old_collision====&lt;br /&gt;
'''&amp;quot;Use old collision detection system&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Uses the old collision code instead of Swifty's new collision code introduced in the 'go_even_faster' project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====-gl_finish====&lt;br /&gt;
'''&amp;quot;Fix input lag on AMD+Linux&amp;quot;'''&lt;br /&gt;
{{Table371|&lt;br /&gt;
This option adds a &amp;quot;glFinish()&amp;quot; call just prior to swapping buffers. It works around an issue with &amp;quot;recent&amp;quot; (HD 6000 &amp;amp; newer?) AMD cards using proprietary drivers on Linux. Be warned that enabling this may reduce framerate.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
'''&amp;quot;Allows Ingame Joining&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
&lt;br /&gt;
====-voicer====&lt;br /&gt;
'''&amp;quot;Voice Recognition&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====-fb_explosions====&lt;br /&gt;
'''&amp;quot;Enable Framebuffer Shockwaves&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
'''&amp;quot;Show frames per second on HUD&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
&lt;br /&gt;
====-bmpmanusage====&lt;br /&gt;
'''&amp;quot;Show how many BMPMAN slots are in use&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
====-pos====&lt;br /&gt;
'''&amp;quot;Show Position of Camera&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
&lt;br /&gt;
====-window====&lt;br /&gt;
'''&amp;quot;Run in Window&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
&lt;br /&gt;
====-fullscreen_window====&lt;br /&gt;
'''&amp;quot;Run in Fullscreen Window&amp;quot;'''&lt;br /&gt;
{{Note| This feature is only available on Windows.}}&lt;br /&gt;
&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timerbar format varies by build. This is a relic from the Volition development days, and is unmaintained.&lt;br /&gt;
{{Note| This parameter was removed as of the July 5, 2011 nightly build.}}&lt;br /&gt;
&lt;br /&gt;
====-stats====&lt;br /&gt;
'''&amp;quot;Show Statistics&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
'''&amp;quot;Show Coordinates&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
'''&amp;quot;Show Memory Usage&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Shows detailed RAM usage based on file, handler and process usage and display on the left-center side of the screen during mission load and while in mission.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner of the HUD is:&lt;br /&gt;
&lt;br /&gt;
'''DYN''' = dynamic memory, basically anything that's been allocated by the vm_* memory functions.  This does NOT indicate total memory usage but does account for most of it.&lt;br /&gt;
&lt;br /&gt;
'''POF''' = model memory, how much memory is being used by models (does not include textures)&lt;br /&gt;
&lt;br /&gt;
'''C-BMP, BMP''' = bmpman memory, how much is used by the textures/images that are loaded.  C-BMP means that you are using -cache_bitmaps and it will try to keep textures in memory between level loads and as the new level is loading it will keep what it needs and unload what it doesn't.  Can greatly increase level loading speed, but does so at the cost of memory between level loads.  This does not increase overall memory usage though, only during the loading screen.  BMP means that it is not cached and all textures are unloaded from memory at the start of level load and all needed textures are then loaded from the disk again.&lt;br /&gt;
&lt;br /&gt;
'''S-RAM''' = sound memory, how much is used by the sounds loaded in memory at the time.  This counts static sounds only (from sounds.tbl, etc.) and not streaming sounds (music, voices, briefing stuff, etc).&lt;br /&gt;
&lt;br /&gt;
'''V-RAM''' = approximate memory usage of video textures.  This does not mean that your card has this much memory, and can report higher numbers that your card actually has memory.  For OpenGL it also includes some of the geometry data, but this number does not reflect the total memory that your video card is using.  It only reports how much data the game has purposefully loaded into API memory (meaning it could be in system memory, video card memory, or AGP memory).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''(It only works with debug builds, not with release builds).''&lt;br /&gt;
&lt;br /&gt;
====-pofspew====&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
Details for each object are output to a pofspew.txt file created in the data folder. &amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise, ibx files are created in game before each mission.&lt;br /&gt;
&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
Is actually now (or should be) a typed reference rather than as a selection item. Takes 1 argument, usually a descriptive name.&lt;br /&gt;
Example usage: &amp;quot;-table_crcs MediaVPs&amp;quot; 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 &amp;quot;allocate&amp;quot; that .csv file to the mod in question, and as such should closely or exactly match that mods name if possible.&lt;br /&gt;
&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
Is actually now (or should be) a typed reference rather than as a selection item. Takes 1 argument, usually a descriptive name.&lt;br /&gt;
Example usage: &amp;quot;-mission_crcs MediaVPs&amp;quot; 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 &amp;quot;allocate&amp;quot; that .csv file to the mod in question, and as such should closely or exactly match that mods name if possible.&lt;br /&gt;
&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
'''&amp;quot;Disable Collisions&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
'''&amp;quot;Disable Weapon Rendering&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
This will make the FSO build spit out an html file that documents the supported SEXP's.&lt;br /&gt;
&lt;br /&gt;
Just double click on sexps.html and it should open in your default web browser.&lt;br /&gt;
&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
This will make the FSO build spit out an html file that documents the supported scripting hooks and LUA libraries.&lt;br /&gt;
&lt;br /&gt;
Just double click on scripting.html and it should open in your default web browser.&lt;br /&gt;
&lt;br /&gt;
====-nograb====&lt;br /&gt;
Disables focus grabbing in a window.&lt;br /&gt;
{{Note| This feature is not available on Windows.}}&lt;br /&gt;
&lt;br /&gt;
====-save_render_target====&lt;br /&gt;
'''&amp;quot;Save Render Targets to file&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-debug_window====&lt;br /&gt;
'''&amp;quot;Display Debug Window&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Lists the fs2_open.log in (nearly)real-time generation.&lt;br /&gt;
&lt;br /&gt;
====-verify_vps====&lt;br /&gt;
'''&amp;quot;Spew VP crcs to vp_crcs.txt&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Exports the CRC values of the VP files being loaded into a vp_crcs.txt file.&lt;br /&gt;
&lt;br /&gt;
====-reparse_mainhall====&lt;br /&gt;
'''&amp;quot;Reparse mainhall.tbl when loading halls&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Mainhall.tbl will be reparsed every time a mainhall is loaded, as opposed to just once at game startup.&lt;br /&gt;
&lt;br /&gt;
====-profile_frame_time====&lt;br /&gt;
'''&amp;quot;Profile engine subsystems&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====-profile_write_file====&lt;br /&gt;
'''&amp;quot;Write profiling information to file&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
This will write the frame times of each gameplay frame to the file 'profiling.csv' where each line is ''&amp;lt;time&amp;gt;;&amp;lt;frametime&amp;gt;''. 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.&lt;br /&gt;
&lt;br /&gt;
====-no_unfocused_pause====&lt;br /&gt;
'''&amp;quot;Don't pause if the window isn't focused&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
When the FSO window looses focus it will not pause the game, useful for doing non-interactive test runs.&lt;br /&gt;
&lt;br /&gt;
====-benchmark_mode====&lt;br /&gt;
'''&amp;quot;Puts the game into benchmark mode&amp;quot;'''&lt;br /&gt;
See [[Benchmarking]] for more information.&lt;br /&gt;
&lt;br /&gt;
====-noninteractive====&lt;br /&gt;
'''&amp;quot;Disables interactive dialogs&amp;quot;'''&lt;br /&gt;
Disables all dialogs and chooses the default option when one would be displayed. Very useful for a standalone server on a headless system.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
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 &amp;quot;-option argument&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Lighting===&lt;br /&gt;
These factors can dramatically alter the atmosphere of the game. [[Sample Lighting Settings|This page]] has some sample lighting settings with screenshots.&lt;br /&gt;
&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
====-no_emissive_light====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
====-ogl_spec====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-bloom_intensity====&lt;br /&gt;
Requires -post_processing (&amp;quot;Enable Post Processing&amp;quot;) command.&lt;br /&gt;
Default value is 75. Range is 0-200.&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
====-res====&lt;br /&gt;
Allows you to specify a resolution if the desired one cannot be set in the Launcher. &lt;br /&gt;
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 &amp;quot;Run at specified resolution&amp;quot; option the Launcher gives is essentially this, but without being able to actually specify a resolution, it doesn't work.&lt;br /&gt;
&lt;br /&gt;
====-center_res====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====-fxaa_preset====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-start_mission====&lt;br /&gt;
'''&amp;quot;Skip the mainhall in jump right into the specified mission&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====-mod====&lt;br /&gt;
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''.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
#Freespace2/dir1/&lt;br /&gt;
#Freespace2/dir2/&lt;br /&gt;
#Freespace2/dir3/&lt;br /&gt;
# ... (the rest of the typed directories) ...&lt;br /&gt;
#Freespace2/dirx/&lt;br /&gt;
#Freespace2/&lt;br /&gt;
&lt;br /&gt;
This flag can be indirectly set, (and it is normally set), through Launcher MOD tab and [[mod.ini]] file.&lt;br /&gt;
&lt;br /&gt;
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'''.&lt;br /&gt;
If ''Freespace2/moddir/[[mod.ini]]'' exists it will be used to modify the -mod flag, too.&lt;br /&gt;
&lt;br /&gt;
For further details, see '''[[mod.ini]]'''&lt;br /&gt;
&lt;br /&gt;
'''Data precedence'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Inside each directory, data precedence is the following:&lt;br /&gt;
&lt;br /&gt;
#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.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &amp;quot;similar&amp;quot; to zip archives. They just contain other files and folders. Moreover, files have to be stored using the same ''data/'' structure used outside it). &amp;lt;br&amp;gt;Vp archives are read in alphabetical order, so aaa.vp files have higher priority than aab.vp files and so on.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Additional notes'''&lt;br /&gt;
# 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.&lt;br /&gt;
# 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.&lt;br /&gt;
{{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}}&lt;br /&gt;
# 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.&lt;br /&gt;
&lt;br /&gt;
{{Warning| '''Priority and Texture Formats'''&lt;br /&gt;
&lt;br /&gt;
''Obsolete behavior - Until FS2_open v3.6.9.:''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''New behavior - From FS2_open v3.6.10. (including previous beta testing releases):''&lt;br /&gt;
&lt;br /&gt;
The former issue has been fixed. Now texture format priority is only applied within the same location. In this ''strange'' situation it goes DDS -&amp;gt; TGA -&amp;gt; JPG -&amp;gt; PCX. Examples:&lt;br /&gt;
* ''/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.dds'' is loaded instead of ''/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.tga''.&lt;br /&gt;
* But your improved ''/Freespace2/data/maps/MyTexture.xxx'' will override them both despite of its format.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-fov====&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''float''''' Angle&lt;br /&gt;
*Valid Values: 0 to 2*Pi radians&lt;br /&gt;
*Default Value: 0.75 radians&lt;br /&gt;
&lt;br /&gt;
{{Note|For peculiar reasons, the actual FoV/AoV used by the game will be the supplied value multiplied by 1.39626348.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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. &amp;quot;Ergonomic&amp;quot; distances generally yield a '''''diagonal''''' AoV of 0.523 radians (30 degrees), but you can easily find the natural AoV by the following formula:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AoV (radians) = 2 * atan( H / ( 2*D ))&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
&lt;br /&gt;
Height of screen = H&lt;br /&gt;
&lt;br /&gt;
Distance between head/eye and the screen = D&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by the host.  This only works when used in conjunction with -startgame.  &lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the name to be assigned to the game being created.&lt;br /&gt;
&lt;br /&gt;
This argument does nothing when used with -standalone.  To set the name for a standalone server, see [[Multiplayer(Main)#Standalone Servers|Standalone Servers]].&lt;br /&gt;
&lt;br /&gt;
See related:&amp;amp;nbsp;&amp;amp;nbsp; [[Command-Line_Reference#-startgame|-startgame]]&amp;amp;nbsp;&amp;amp;nbsp; [[Multiplayer(Main)#Standalone Servers|Standalone Servers]]&lt;br /&gt;
&lt;br /&gt;
====-password====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the required password for the game being created.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]&lt;br /&gt;
&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player's minimum rank for joining a game.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player's maximum rank for joining a game on a standalone server.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to host a game or serve a standalone game.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port on which the host will listen for clients.&lt;br /&gt;
&lt;br /&gt;
====-connect====&lt;br /&gt;
Automatically connect to multiplayer IP:PORT.&lt;br /&gt;
&lt;br /&gt;
Takes one string value, such as 192.168.0.1:&lt;br /&gt;
&lt;br /&gt;
====-timeout====&lt;br /&gt;
Multiplayer network timeout (secs).&lt;br /&gt;
&lt;br /&gt;
Takes one integer argument, the timeout value in seconds.  Default is 30.&lt;br /&gt;
&lt;br /&gt;
====-cap_object_update====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Takes one argument integer (0 to 3) which corresponds to the object update cap (With 0 being low and 3 being LAN).&lt;br /&gt;
&lt;br /&gt;
===Help===&lt;br /&gt;
====-help====&lt;br /&gt;
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...&lt;br /&gt;
&lt;br /&gt;
====--help====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-h====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-?====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Game_settings.tbl&amp;diff=46255</id>
		<title>Game settings.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Game_settings.tbl&amp;diff=46255"/>
		<updated>2017-11-17T12:20:56Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: Adding &amp;quot;$Window title:&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersionGit|2015-11-21|71cf169}}&lt;br /&gt;
&lt;br /&gt;
The '''game_settings.tbl''', also known as mod.tbl, defines options that can be changed globally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-mod.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==#GAME SETTINGS==&lt;br /&gt;
Optional. Contains settings that affect how the engine works.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Target Version:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Specifies the minimum version of FreeSpace Open that this mod supports. If the version specified here is greater than the version of the current build, an error message is displayed.&lt;br /&gt;
}}&lt;br /&gt;
{{Table381|&lt;br /&gt;
The $Minimum version option has been renamed to $Target Version. The old name is kept with the same functionality for backwards-compatibility.&lt;br /&gt;
&lt;br /&gt;
The target version specifies what version of the FSO engine this mod was created for. It will be used by the engine to enable or disable backwards-incompatible changes by default. The default value is 2.0 which specifies that the mod targets the retail engine version.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Major:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the major component of the target version.&lt;br /&gt;
*Syntax: '''''Integer'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Example: '''''3''''' (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Minor:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the minor component of the target version.&lt;br /&gt;
*Syntax: '''''Integer'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Example: '''''7''''' (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Build:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the build component of the target version.&lt;br /&gt;
*Syntax: '''''Integer'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Example: '''''3''''' (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Revision:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. Sets the revision component of the target version. If no revision is given then all builds of that release are supported (even nightly builds if there are any).&lt;br /&gt;
For nightly builds this is the date in YYYYMMDD format.&lt;br /&gt;
*Syntax: '''''Integer'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Example: '''''20151121''''' (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Window title:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Specifies the name of the FSO window when this mod is running. If blank or unspecified, the window will have the default title of &amp;quot;FreeSpace 2&amp;quot;.&lt;br /&gt;
*Syntax: '''''String'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#CAMPAIGN SETTINGS==&lt;br /&gt;
Optional. This group contains various Campaign related settings and overrides.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Campaign File Name:===&lt;br /&gt;
Defines which campaign will be selected by default for new pilots. A file extension is not needed and, if present, is removed by the code.&lt;br /&gt;
*Syntax: '''''String'''''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===#Ignored Campaign File Names===&lt;br /&gt;
Optional. Defines which campaigns, if present, will not appear in the Campaign Room. Only single-player campaigns can be ignored. ''File extensions are required.''&lt;br /&gt;
{{Table371|As of 3.7.1, file extensions are not required and, if present, are removed by the code.}}&lt;br /&gt;
====$Campaign File Name:====&lt;br /&gt;
File name of the campaign to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: '''''String'''''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Red-alert applies to delayed ships:===&lt;br /&gt;
Controls whether red-alert saved statistics (hitpoints, weapons, subsystem strengths) will be restored for ships that are not present at mission start.&lt;br /&gt;
*Syntax: '''''Boolean'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#HUD SETTINGS==&lt;br /&gt;
Optional. This group contains various HUD behavior settings and overrides&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Directive Wait Time:===&lt;br /&gt;
*Defines how long the game will wait before displaying a directive.&lt;br /&gt;
*Syntax: '''''Integer'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Values: '''''Greater than or equal to 0 ms'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cutscene camera displays HUD:===&lt;br /&gt;
Show the HUD when the cutscene camera is enabled.&lt;br /&gt;
*Syntax: '''''Boolean'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Cutscene camera disables HUD: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Full color head animations:===&lt;br /&gt;
Enables full-color head ANIs. Normal head ANIs will appear in gray.&lt;br /&gt;
*Syntax: '''''Boolean'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Color head animations with hud colors: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SEXP SETTINGS==&lt;br /&gt;
Optional. This group contains SEXP settings and overrides.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Loop SEXPs Then Arguments:===&lt;br /&gt;
Flips how when-argument settings loop. See: [http://www.hard-light.net/forums/index.php?topic=79602.0 SEXP Argument changes via mod.tbl] &lt;br /&gt;
*Syntax: '''''Boolean'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Alternate Chaining Behavior:===&lt;br /&gt;
When set, this makes the event chaining behavior act as people expected it to be in [http://scp.indiegames.us/mantis/view.php?id=82 Mantis #82].&lt;br /&gt;
*Syntax: '''''Boolean'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#GRAPHICS SETTINGS==&lt;br /&gt;
Optional. This group contains settings related to graphics.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Enable External Shaders:===&lt;br /&gt;
Enables the use of external shader files. By default, the engine will use the built-in shaders.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Detail Level:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Determines which graphics detail level preset (low, medium, high, very high) acts as the default for new pilots.&lt;br /&gt;
*Syntax: '''''Integer''''' (0-3)&lt;br /&gt;
*Default Value: '''''3''''' (very high)&amp;lt;br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
===$Briefing Window FOV:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Determines the FOV in the briefing Icon window. Retail default for this is 0.29375, previous versions of FSO used a value of 0.5.&lt;br /&gt;
*Syntax: '''''Float''''' (0.0 to 1.0)&lt;br /&gt;
*Default Value: '''''0.29375'''''&amp;lt;br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
===$Generic Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of the pain red flash when the player is hit.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default Value: '''''1.0'''''&amp;lt;br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of a pain flash when the player's shields are hit. Color will match the current ships shield color defined in ships.tbl. A value of 0 will give retail behavior (no shield effect). Positive values will cause the effect to start at full intensity at full shields and go to next to no intensity at zero shields. Negative values will cause no effect at full shields and full effect at no shields. Values should be kept between -1.0 and 1.0 for good pilot visibility.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default Value: '''''0.0'''''&amp;lt;br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
===$BMPMAN Slot Limit:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Determines the maximum number of textures that can be loaded simultaneously. This includes every frame of an animation, unless that animation is streaming (e.g. command briefing animations, message talking heads, etc). Also includes dynamically-created textures (used internally for various functions).&lt;br /&gt;
*Syntax: '''''Int'''''&lt;br /&gt;
*Values: '''''Greater than or equal to 3500'''''&lt;br /&gt;
*Default Value: '''''3500'''''&amp;lt;br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
==#SOUND SETTINGS==&lt;br /&gt;
Optional. This group contains sound-related settings&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Default Sound Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default sound fx volume for new pilots.&lt;br /&gt;
*Syntax: '''''Float''''', between 0.0 and 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: '''''1.0'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Default Music Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default music volume for new pilots.&lt;br /&gt;
*Syntax: '''''Float''''', between 0.0 and 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: '''''0.5'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Default Voice Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default voice volume for new pilots.&lt;br /&gt;
*Syntax: '''''Float''''', between 0.0 and 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: '''''0.7'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#FRED SETTINGS==&lt;br /&gt;
Optional. This group contains settings for FRED. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Disable Hard Coded Message Head Ani Files:===&lt;br /&gt;
{{table371|&lt;br /&gt;
If set, FRED will not fill the head ani selection in the Event Editor with the retail head ani filenames.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''&amp;lt;br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
==#OTHER SETTINGS==&lt;br /&gt;
Optional. This group contains miscellaneous settings. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Turret Collisions:===&lt;br /&gt;
Makes all hits to a turret's barrels count as hits to the turret subsystem. By default, this does not happen unless the point of impact falls inside the model radius of the turret's base.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Damage Impacted Subsystem First:===&lt;br /&gt;
If set, a hit to a physical subsystem will always deal damage to that subsystem first, even if another subsystem is closer to the point of impact. By default, the closest subsystem will always receive damage first.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Default ship select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*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.&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
===$Default weapon select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the -weapon_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
===$Weapons inherit parent collision group:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set to true, Weapons fired by a ship will inherit their parents' collision group setting. Default is false.}}&lt;br /&gt;
&lt;br /&gt;
===$Flight controls follow eyepoint orientation:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that if the player ship's eyepoint happens to rotate into a non-standard orientation, pitch and yaw axes should stay relative to the eyepoint orientation, not the ship. Note that this does not affect the pitch/yaw turning speed, which always remains relative to the ship. Default is false.}}&lt;br /&gt;
&lt;br /&gt;
===$Beams Use Damage Factors:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that beam weapons will use the tabled damage factors for Armour, Shields and Subsystems. Default is false (i.e. all factors are treated as 1.0)}}&lt;br /&gt;
&lt;br /&gt;
===$Default fiction viewer UI:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies which fiction viewer layout to use in missions that don't specify one. Possible values are as follows:&lt;br /&gt;
**&amp;quot;FS2&amp;quot;: Standard layout. Requires (2_)fictionviewer and (2_)fictionviewer-m to be present in data\interface.&lt;br /&gt;
**&amp;quot;WCS&amp;quot;: Moves the &amp;quot;Accept&amp;quot; button to the lower-left corner of the screen. Requires (2_)fictionviewerb and (2_)fictionviewer-mb to be present in data\interface.&lt;br /&gt;
**&amp;quot;auto&amp;quot;: Selects &amp;quot;WCS&amp;quot; if the appropriate files are present; otherwise, selects &amp;quot;FS2&amp;quot;. This is the default setting.}}&lt;br /&gt;
&lt;br /&gt;
==#END==&lt;br /&gt;
Required. The last line of the table must be #END&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
&lt;br /&gt;
    #CAMPAIGN SETTINGS&lt;br /&gt;
    $Default Campaign File Name: NewCampaignFile&lt;br /&gt;
    &lt;br /&gt;
    #Ignored Campaign File Names&lt;br /&gt;
    $Campaign File Name: FreeSpace2.fc2&lt;br /&gt;
    &lt;br /&gt;
    #HUD SETTINGS&lt;br /&gt;
    $Directive Wait Time: 5000&lt;br /&gt;
    &lt;br /&gt;
    #SEXP SETTINGS&lt;br /&gt;
    $Loop SEXPs Then Arguments: True&lt;br /&gt;
    &lt;br /&gt;
    #OTHER SETTINGS&lt;br /&gt;
    $Fix Turret Collisions: True&lt;br /&gt;
    &lt;br /&gt;
    #END&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Game_settings.tbl&amp;diff=46240</id>
		<title>Game settings.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Game_settings.tbl&amp;diff=46240"/>
		<updated>2017-11-12T08:22:18Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: Adding &amp;quot;$BMPMAN Slot Limit:&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersionGit|2015-11-21|71cf169}}&lt;br /&gt;
&lt;br /&gt;
The '''game_settings.tbl''', also known as mod.tbl, defines options that can be changed globally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-mod.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==#GAME SETTINGS==&lt;br /&gt;
Optional. Contains settings that affect how the engine works.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Target Version:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Specifies the minimum version of FreeSpace Open that this mod supports. If the version specified here is greater than the version of the current build, an error message is displayed.&lt;br /&gt;
}}&lt;br /&gt;
{{Table381|&lt;br /&gt;
The $Minimum version option has been renamed to $Target Version. The old name is kept with the same functionality for backwards-compatibility.&lt;br /&gt;
&lt;br /&gt;
The target version specifies what version of the FSO engine this mod was created for. It will be used by the engine to enable or disable backwards-incompatible changes by default. The default value is 2.0 which specifies that the mod targets the retail engine version.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Major:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the major component of the target version.&lt;br /&gt;
*Syntax: '''''Integer'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Example: '''''3''''' (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Minor:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the minor component of the target version.&lt;br /&gt;
*Syntax: '''''Integer'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Example: '''''7''''' (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Build:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the build component of the target version.&lt;br /&gt;
*Syntax: '''''Integer'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Example: '''''3''''' (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Revision:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. Sets the revision component of the target version. If no revision is given then all builds of that release are supported (even nightly builds if there are any).&lt;br /&gt;
For nightly builds this is the date in YYYYMMDD format.&lt;br /&gt;
*Syntax: '''''Integer'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Example: '''''20151121''''' (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#CAMPAIGN SETTINGS==&lt;br /&gt;
Optional. This group contains various Campaign related settings and overrides.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Campaign File Name:===&lt;br /&gt;
Defines which campaign will be selected by default for new pilots. A file extension is not needed and, if present, is removed by the code.&lt;br /&gt;
*Syntax: '''''String'''''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===#Ignored Campaign File Names===&lt;br /&gt;
Optional. Defines which campaigns, if present, will not appear in the Campaign Room. Only single-player campaigns can be ignored. ''File extensions are required.''&lt;br /&gt;
{{Table371|As of 3.7.1, file extensions are not required and, if present, are removed by the code.}}&lt;br /&gt;
====$Campaign File Name:====&lt;br /&gt;
File name of the campaign to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: '''''String'''''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Red-alert applies to delayed ships:===&lt;br /&gt;
Controls whether red-alert saved statistics (hitpoints, weapons, subsystem strengths) will be restored for ships that are not present at mission start.&lt;br /&gt;
*Syntax: '''''Boolean'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#HUD SETTINGS==&lt;br /&gt;
Optional. This group contains various HUD behavior settings and overrides&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Directive Wait Time:===&lt;br /&gt;
*Defines how long the game will wait before displaying a directive.&lt;br /&gt;
*Syntax: '''''Integer'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Values: '''''Greater than or equal to 0 ms'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cutscene camera displays HUD:===&lt;br /&gt;
Show the HUD when the cutscene camera is enabled.&lt;br /&gt;
*Syntax: '''''Boolean'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Cutscene camera disables HUD: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Full color head animations:===&lt;br /&gt;
Enables full-color head ANIs. Normal head ANIs will appear in gray.&lt;br /&gt;
*Syntax: '''''Boolean'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Color head animations with hud colors: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SEXP SETTINGS==&lt;br /&gt;
Optional. This group contains SEXP settings and overrides.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Loop SEXPs Then Arguments:===&lt;br /&gt;
Flips how when-argument settings loop. See: [http://www.hard-light.net/forums/index.php?topic=79602.0 SEXP Argument changes via mod.tbl] &lt;br /&gt;
*Syntax: '''''Boolean'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Alternate Chaining Behavior:===&lt;br /&gt;
When set, this makes the event chaining behavior act as people expected it to be in [http://scp.indiegames.us/mantis/view.php?id=82 Mantis #82].&lt;br /&gt;
*Syntax: '''''Boolean'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#GRAPHICS SETTINGS==&lt;br /&gt;
Optional. This group contains settings related to graphics.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Enable External Shaders:===&lt;br /&gt;
Enables the use of external shader files. By default, the engine will use the built-in shaders.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Detail Level:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Determines which graphics detail level preset (low, medium, high, very high) acts as the default for new pilots.&lt;br /&gt;
*Syntax: '''''Integer''''' (0-3)&lt;br /&gt;
*Default Value: '''''3''''' (very high)&amp;lt;br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
===$Briefing Window FOV:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Determines the FOV in the briefing Icon window. Retail default for this is 0.29375, previous versions of FSO used a value of 0.5.&lt;br /&gt;
*Syntax: '''''Float''''' (0.0 to 1.0)&lt;br /&gt;
*Default Value: '''''0.29375'''''&amp;lt;br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
===$Generic Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of the pain red flash when the player is hit.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default Value: '''''1.0'''''&amp;lt;br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of a pain flash when the player's shields are hit. Color will match the current ships shield color defined in ships.tbl. A value of 0 will give retail behavior (no shield effect). Positive values will cause the effect to start at full intensity at full shields and go to next to no intensity at zero shields. Negative values will cause no effect at full shields and full effect at no shields. Values should be kept between -1.0 and 1.0 for good pilot visibility.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default Value: '''''0.0'''''&amp;lt;br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
===$BMPMAN Slot Limit:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Determines the maximum number of textures that can be loaded simultaneously. This includes every frame of an animation, unless that animation is streaming (e.g. command briefing animations, message talking heads, etc). Also includes dynamically-created textures (used internally for various functions).&lt;br /&gt;
*Syntax: '''''Int'''''&lt;br /&gt;
*Values: '''''Greater than or equal to 3500'''''&lt;br /&gt;
*Default Value: '''''3500'''''&amp;lt;br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
==#SOUND SETTINGS==&lt;br /&gt;
Optional. This group contains sound-related settings&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Default Sound Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default sound fx volume for new pilots.&lt;br /&gt;
*Syntax: '''''Float''''', between 0.0 and 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: '''''1.0'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Default Music Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default music volume for new pilots.&lt;br /&gt;
*Syntax: '''''Float''''', between 0.0 and 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: '''''0.5'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Default Voice Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default voice volume for new pilots.&lt;br /&gt;
*Syntax: '''''Float''''', between 0.0 and 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: '''''0.7'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#FRED SETTINGS==&lt;br /&gt;
Optional. This group contains settings for FRED. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Disable Hard Coded Message Head Ani Files:===&lt;br /&gt;
{{table371|&lt;br /&gt;
If set, FRED will not fill the head ani selection in the Event Editor with the retail head ani filenames.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''&amp;lt;br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
==#OTHER SETTINGS==&lt;br /&gt;
Optional. This group contains miscellaneous settings. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Turret Collisions:===&lt;br /&gt;
Makes all hits to a turret's barrels count as hits to the turret subsystem. By default, this does not happen unless the point of impact falls inside the model radius of the turret's base.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Damage Impacted Subsystem First:===&lt;br /&gt;
If set, a hit to a physical subsystem will always deal damage to that subsystem first, even if another subsystem is closer to the point of impact. By default, the closest subsystem will always receive damage first.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Default ship select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*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.&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
===$Default weapon select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the -weapon_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
===$Weapons inherit parent collision group:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set to true, Weapons fired by a ship will inherit their parents' collision group setting. Default is false.}}&lt;br /&gt;
&lt;br /&gt;
===$Flight controls follow eyepoint orientation:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that if the player ship's eyepoint happens to rotate into a non-standard orientation, pitch and yaw axes should stay relative to the eyepoint orientation, not the ship. Note that this does not affect the pitch/yaw turning speed, which always remains relative to the ship. Default is false.}}&lt;br /&gt;
&lt;br /&gt;
===$Beams Use Damage Factors:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that beam weapons will use the tabled damage factors for Armour, Shields and Subsystems. Default is false (i.e. all factors are treated as 1.0)}}&lt;br /&gt;
&lt;br /&gt;
===$Default fiction viewer UI:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies which fiction viewer layout to use in missions that don't specify one. Possible values are as follows:&lt;br /&gt;
**&amp;quot;FS2&amp;quot;: Standard layout. Requires (2_)fictionviewer and (2_)fictionviewer-m to be present in data\interface.&lt;br /&gt;
**&amp;quot;WCS&amp;quot;: Moves the &amp;quot;Accept&amp;quot; button to the lower-left corner of the screen. Requires (2_)fictionviewerb and (2_)fictionviewer-mb to be present in data\interface.&lt;br /&gt;
**&amp;quot;auto&amp;quot;: Selects &amp;quot;WCS&amp;quot; if the appropriate files are present; otherwise, selects &amp;quot;FS2&amp;quot;. This is the default setting.}}&lt;br /&gt;
&lt;br /&gt;
==#END==&lt;br /&gt;
Required. The last line of the table must be #END&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
&lt;br /&gt;
    #CAMPAIGN SETTINGS&lt;br /&gt;
    $Default Campaign File Name: NewCampaignFile&lt;br /&gt;
    &lt;br /&gt;
    #Ignored Campaign File Names&lt;br /&gt;
    $Campaign File Name: FreeSpace2.fc2&lt;br /&gt;
    &lt;br /&gt;
    #HUD SETTINGS&lt;br /&gt;
    $Directive Wait Time: 5000&lt;br /&gt;
    &lt;br /&gt;
    #SEXP SETTINGS&lt;br /&gt;
    $Loop SEXPs Then Arguments: True&lt;br /&gt;
    &lt;br /&gt;
    #OTHER SETTINGS&lt;br /&gt;
    $Fix Turret Collisions: True&lt;br /&gt;
    &lt;br /&gt;
    #END&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Engine_limitations&amp;diff=46239</id>
		<title>Engine limitations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Engine_limitations&amp;diff=46239"/>
		<updated>2017-11-12T08:07:34Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: BMPMAN limit is now moddable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The maximum numbers of certain types of entities that can exist in the FS2_Open engine. Please note that 'Inferno' refers to INF builds, which are standard from 3.6.12 on.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
The overall limits of the various subsystem managers.&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#351515; width:150px&amp;quot;| '''Name'''&lt;br /&gt;
| style=&amp;quot;background:#300505;&amp;quot;| '''Limit'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Textures&lt;br /&gt;
| 4750 {{Table382|Mod-defined}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Sound tracks&lt;br /&gt;
| 30&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Sounds &lt;br /&gt;
| No Limit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
The maximum types of an entity that can exist in the table&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=2 style=&amp;quot;background:#351515; width:150px&amp;quot;| '''Name'''&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#300505;&amp;quot;| '''Limit'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| '''Standard'''&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| '''Inferno'''&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| '''3.7.4'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Ships.tbl|Ship Classes]]&lt;br /&gt;
| 130&lt;br /&gt;
| 250&lt;br /&gt;
| 500&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Weapons.tbl|Weapon Classes]]&lt;br /&gt;
| 200&lt;br /&gt;
| colspan=2| 300&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Beam Sections&lt;br /&gt;
| colspan=3| 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Pspews Per Weapon&lt;br /&gt;
| colspan=3| 4&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Objecttypes.tbl|Object Types]]&lt;br /&gt;
| colspan=3| 16&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Iff_defs.tbl|IFFs]]&lt;br /&gt;
| colspan=3|10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Ai_profiles.tbl|AI Profiles]]&lt;br /&gt;
| colspan=3| 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Hud_gauges.tbl|Hud Gauges]]&lt;br /&gt;
| colspan=3| 64&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Species.tbl|Intelligence Entries]]&lt;br /&gt;
| colspan=3| 75&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Debriefing&lt;br /&gt;
| colspan=3| 2,000 Characters per Stage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Please Note - Prior to r11156, there was a hardcoded limit of 32 [[Modular Tables|‎ .tbm files]] of any given type that the game would recognize.&lt;br /&gt;
&lt;br /&gt;
==Objects==&lt;br /&gt;
The maximum number of objects that can exist in a mission at any given time (except for ships and waypoints, which apply to the whole mission).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#351515; width:150px&amp;quot;| '''Name'''&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| '''Limit'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Objects&lt;br /&gt;
| 2000 {{Table3615|3500}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ships&lt;br /&gt;
| 400&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Weapons&lt;br /&gt;
| 700 {{Table3615|2000}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Beams&lt;br /&gt;
| 500&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Waypoints Per Path&lt;br /&gt;
| 20 {{Table3613|Limit Removed}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Waypoint Paths&lt;br /&gt;
| 32 {{Table3613|Limit Removed}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Wings==&lt;br /&gt;
The maximum number wings or ships in a wing that can exist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#351515; width:150px&amp;quot;| '''Name'''&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| '''Limit'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Wings&lt;br /&gt;
| 75&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ships per Wing&lt;br /&gt;
| 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Starting Wings&lt;br /&gt;
| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Squadron Wings&lt;br /&gt;
| 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| TvT Teams&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| TvT Wings per Team&lt;br /&gt;
| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| TvT Wings&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Models==&lt;br /&gt;
The maximum number of models that can exist at one time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=2 style=&amp;quot;background:#351515; width:150px&amp;quot;| '''Name'''&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#300505; width:75px&amp;quot;| '''Limit'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| '''Standard'''&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| '''Inferno'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Polygon Models&lt;br /&gt;
| 128&lt;br /&gt;
| 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The maximum number of a certain entity that can exist within a model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#351515; width:150px&amp;quot;| '''Name'''&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| '''Limit'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Textures&lt;br /&gt;
| 64&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ship Primary Banks&lt;br /&gt;
| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ship Secondary Banks&lt;br /&gt;
| 4&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Firing Points Per-Bank&lt;br /&gt;
| 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Debris Chunks&lt;br /&gt;
| 64&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sub-Weapon Types==&lt;br /&gt;
&lt;br /&gt;
The maximums for the sub types of weapons.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#351515; width:150px&amp;quot;| '''Type'''&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| '''Max Instances'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Corkscrew Missiles&lt;br /&gt;
| 200&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Swarm Missiles&lt;br /&gt;
| 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Weapons.tbl&amp;diff=46190</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Weapons.tbl&amp;diff=46190"/>
		<updated>2017-08-24T12:09:21Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: Adding pulsed countermeasures.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2017-08-25|2039815}}&lt;br /&gt;
&lt;br /&gt;
The '''weapons.tbl''' defines all of the weapon classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.&lt;br /&gt;
&lt;br /&gt;
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
'''REQUIRES:'''&lt;br /&gt;
*'''&amp;quot;beam&amp;quot;''' flag&lt;br /&gt;
*'''[[weapons.tbl#$BeamInfo:|$BeamInfo:]]'''&lt;br /&gt;
&lt;br /&gt;
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
'''REQUIRES:'''&lt;br /&gt;
*'''&amp;quot;flak&amp;quot;''' flag&lt;br /&gt;
*'''&amp;quot;particle spew&amp;quot;''' flag&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*A '''.pof''' model must be defined ( usually '''Hornet.pof''' )&lt;br /&gt;
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails may also be added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''End''' before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''Primary Weapons'''&lt;br /&gt;
***Defines all '''standard primaries weapons''' as well as '''beam cannons''' and '''flak cannons'''.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''Secondary Weapons'''&lt;br /&gt;
***Defines all '''secondary weapons'''.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''Beam Weapons'''&lt;br /&gt;
***I haven't got any ideas for this one.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''[[Weapons.tbl#Countermeasures|Countermeasures]]'''&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**'''$Player Weapon Precedence'''&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
==Core Table==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*This is the name of the weapon. If it's going to be used by the player, keep it under 12 characters so it doesn't spill over the HUD box.&amp;lt;br&amp;gt;Two special characters can be used in the name: '''#''' and '''@'''. Their usage details are the very same than inside the [[Ships.tbl#.24Name:_2|$Name field from Ships.tbl]].&lt;br /&gt;
*Syntax: '''''String'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in Weapons.tbl or in earlier parsed *-wep.tbm files) by the time the *-wep.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*An alternative name that can be referenced instead of $Name:&lt;br /&gt;
*Syntax: '''''String'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subtype:===&lt;br /&gt;
{{Table3610| &lt;br /&gt;
Specifies the weapon 's subtype. Overrides the default subtype as specified by the #-section it is in (#Primary, #Secondary, #Beam Weapon, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
:Since the weapon subtype is already specified by the #-section it is in, this option is not particularly useful when the weapon is inside a #Primary or #Secondary section. However, it may be used to specify the weapon slot it uses on fighters/bombers for weapons that are normally capship only (such as beam cannons).}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''String'''''&lt;br /&gt;
*Valid Entries: &lt;br /&gt;
:Primary&lt;br /&gt;
:Secondary}}&lt;br /&gt;
&lt;br /&gt;
===+Title:===&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.  Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Syntax: XSTR('''''&amp;quot;String&amp;quot;''''', -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Description:===&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren't based on any hard numbers, just approximations. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by '''$end_multi_text'''&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;''Standard Issue&lt;br /&gt;
''Level 3 Hull Damage&lt;br /&gt;
''Level 2 Shield Damage''&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===+Tech Title:===&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR('''''&amp;quot;String&amp;quot;''''', -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Anim:===&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: '''''String''''', animation filename&lt;br /&gt;
**Example: ''Tech_Subach_HL-7''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Description:===&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by '''$end_multi_text'''&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;''The Subach-Innes HL-7...''&amp;quot;, 3245)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Tech Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines model used in wing loadout screen for the weapon. 3D weapon models in the tech room have not yet been implemented.&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Pos:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. The position of the camera relative to the model center.&lt;br /&gt;
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Zoom:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. How far the camera's zoomed in, defines camera's FOV.&lt;br /&gt;
*Syntax: '''''Float''''', radians}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: '''''String''''', either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HUD Image:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from '''''@Laser Bitmap:''''' and ending to '''''@Laser Tail Radius:''''' are not needed if a model has been defined for the weapon.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is 'none'.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: '''''String.pof''''' or ''none'', model filename&lt;br /&gt;
**Example: ''none''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targeting view&lt;br /&gt;
*Syntax: '''''Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Optional.  If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)&lt;br /&gt;
*Syntax: '''''(Detail Distances)''''' , list of '''integers''' (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: ''(0, 80, 300, 900)''}}&lt;br /&gt;
&lt;br /&gt;
===$External Model File:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb's external-visible-weapon code.&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation speed of the subobject, with the $gun_rotation property defined, in the external weapon model.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Note: weapon fire will be delayed by the time it takes for the weapon to spin up to this speed (using $Submodel Rotation Acceleration or its default value), regardless of whether an external model is used or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Note: It's no longer required that the ship actually have external models enabled (whether or not this weapon has one defined) for the spin up delay to occur.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Acceleration:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation acceleration of the external weapon model.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default value: 10}}&lt;br /&gt;
&lt;br /&gt;
===@Laser===&lt;br /&gt;
In the event a 3D model is not defined for the weapon, FSO creates an object similar to a glowpoint. Essentially, it is a 2D plane that always faces the player's camera with an additive texture applied to it, and may or may not have an omnilight follow it.&lt;br /&gt;
&lt;br /&gt;
As suggested by its name, this option group is normally used for lasers and similar primaries, but it may also be used for other weapon types as well.&lt;br /&gt;
&lt;br /&gt;
Unless said otherwise, the graphic files used within this group may be of any compatible type (.DDS, .PCX, .TGA, etc.), however a .DDS is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
Defines the graphic file to be used as the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
Syntax: '''''String''''', filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Bitmap: my_laser_bitmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
Defines the graphic file to be used for the glowmap of the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
*This file is 'multiplied' by a value between Color and Color2.&lt;br /&gt;
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.&lt;br /&gt;
&lt;br /&gt;
Syntax: '''''String''''', filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Glow: my_laser_glowmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
The RGB color of the glow effect.&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
&lt;br /&gt;
Syntax: '''''Color''''', red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0, 0    ; Red glow effect at the start of the effect's lifetime&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
The RGB color of the glow effect at the end of the effect's lifetime (at its maximum range).&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color &amp;quot;fades&amp;quot; from Color to Color2 over its lifetime.&lt;br /&gt;
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color.&lt;br /&gt;
&lt;br /&gt;
Syntax: '''''Color''''', red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; Blue glow effect at the end of the effect's lifetime.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0,   0    ; Start with a Red glow effect, and fade into...&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; a Blue glow effect over the lifetime of the effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
Defines the length of the weapon effect.&lt;br /&gt;
*This option stretches the 2D plane &amp;quot;away&amp;quot; from its origin.&lt;br /&gt;
Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Length:  1.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
Defines the width of the leading edge, or &amp;quot;head,&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane farthest away from its origin is the leading edge.&lt;br /&gt;
Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Head Radius: 0.75&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
Defines the width of the trailing edge, or &amp;quot;tail&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane that is closest to its origin is the trailing edge.&lt;br /&gt;
Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Tail Radius: 0.75&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mass:===&lt;br /&gt;
*How much of a kinetic effect this weapon has on its target. 3+ gives you the Flail effect. Set it to 10 and you can knock cruisers around.&lt;br /&gt;
*This is somehow multiplied by the speed. ie ''$Mass: 3'' and ''$Velocity: 200'' has much weaker kinetic effect than ''$Mass: 3'' and ''$Velocity: 1000''. Also $Mass is used to calculate intensity of &amp;quot;shudder&amp;quot; effect if flagged.&lt;br /&gt;
*Syntax: '''''Float''''', blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, '''''$Velocity x $Lifetime = range'''''.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targeting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: '''''Float''''', meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons (doesn't apply to 3.6.14+)&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
====+Max Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the maximum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Min Delay: to have any effect.&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
====+Min Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the minimum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Max Delay: to have any effect.&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Damage:===&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is 5.5 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*Syntax: '''''Float''''', damage&lt;br /&gt;
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)&lt;br /&gt;
&lt;br /&gt;
===$Damage Time:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets a time from the end of the weapons lifetime that damage will start to attenuate at. '''''Example: Weapon lifetime is 2.0 seconds and the desired effect is to attenuate after 0.5 seconds have passed, set this to 1.5 seconds.'''''&lt;br /&gt;
*Syntax: '''''Float''''', seconds. Defaults to 0.0.&lt;br /&gt;
**Note: If neither +Min Damage: nor +Max Damage: is set, the damage will always attenuate to zero at max range.&lt;br /&gt;
***If both +Min Damage: and +Max Damage: are set, both are defaulted to 0.0 and damage will be attenuated to zero.}}&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the damage a weapon will attenuate to after reaching $Damage Time:.&lt;br /&gt;
*Syntax: '''''Float''''', damage.}}&lt;br /&gt;
&lt;br /&gt;
====+Min Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the lowest amount of damage possible assuming damage attenuation is taking place. '''''This has been deprecated, please use +Attenuation Damage: instead.'''''&lt;br /&gt;
*Syntax: '''''Float''''', damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
====+Max Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the highest amount of damage possible assuming damage attenuation is taking place. '''''This has been deprecated, please use +Attenuation Damage: instead.'''''&lt;br /&gt;
*Syntax: '''''Float''''', damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage.&lt;br /&gt;
&lt;br /&gt;
'''REQUIRES:''' [[armor.tbl]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''String''''', name of the damage type ( as defined by [[armor.tbl#$Damage Type:|$Damage Type]] )}}&lt;br /&gt;
&lt;br /&gt;
===$Arm time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Arm distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the firing ships that is required before the weapon comes hot&lt;br /&gt;
*If the distance has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This parameter is also applied to flak weapons. Previous behaviour was to arm weapons after 10 meters of travel.}}&lt;br /&gt;
&lt;br /&gt;
===$Arm radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
===$Detonation Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detonation Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Override for the damage caused by shockwaves (default is [[#$Damage:]])&lt;br /&gt;
*Syntax: '''''Float''''', damage&lt;br /&gt;
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''REQUIRES ADDITIONAL TABLE'''. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: '''''String''''', name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Detonation Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships' weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.&lt;br /&gt;
*Syntax: '''''Float''''', range in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Targeting Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Turret-fired flak weapons are normally firing in a cone around the target's predicted position. This parameter can be used to adjust the size of this cones' base radius. Standard is 60 meters.&lt;br /&gt;
*Syntax: '''''Float''''', radius in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Untargeted Flak Range Penalty:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after travelling its max range - 20 meters.&lt;br /&gt;
*Syntax: '''''Float''''', penalty in meters.}}&lt;br /&gt;
&lt;br /&gt;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: '''''Float''''', blast effect&lt;br /&gt;
&lt;br /&gt;
===$Inner Radius:===&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins. Damage is reduced by the square of the distance between the inner radius and outer radius.  i.e. half way between inner and outer results in 1/4 damage&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
===$Outer Radius:===&lt;br /&gt;
*Maximum radius at which any damage is done.  See $Inner Radius for the attenuation formula.&lt;br /&gt;
*Also defines the size of the shockwave (if shockwave speed is &amp;gt; 0)&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that damage is applied immediately&lt;br /&gt;
*Syntax: '''''Float''''', meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave rotation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines how the 3D shockwave is rotated.&lt;br /&gt;
*Syntax: '''''Angle''''', three values, pitch, bank, heading respectively, in degrees}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation used for the 2D shockwave&lt;br /&gt;
*Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky shockwave:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at '''Arm time''' and '''Arm distance''' are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*'''''+Shockwave damage:'''''&lt;br /&gt;
*'''''+Shockwave damage type:'''''&lt;br /&gt;
*'''''+Blast Force:'''''&lt;br /&gt;
*'''''+Inner Radius:'''''&lt;br /&gt;
*'''''+Outer Radius:'''''&lt;br /&gt;
*'''''+Shockwave Speed:'''''&lt;br /&gt;
*'''''+Shockwave Rotation:'''''&lt;br /&gt;
*'''''+Shockwave Model:'''''&lt;br /&gt;
*'''''+Shockwave Name:'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Factor:===&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: '''''Float''''', damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Factor:===&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: '''''Float''''', damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Factor:===&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: '''''Float''''', damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Min:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Max:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum lifetime of the weapon&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime:===&lt;br /&gt;
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targeting with certain beam types&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Energy Consumed:===&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turretted weapons.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cargo Size:===&lt;br /&gt;
*Cargo size, is not used with non-ballistic primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
&lt;br /&gt;
===$Homing:===&lt;br /&gt;
'''This option is exclusive to secondaries.'''&lt;br /&gt;
&lt;br /&gt;
Defines if the bolts/missiles in question is homing&lt;br /&gt;
*The bolts of primaries will turn to face their target if this option is set to YES... but is otherwise the same as a normal bolt ( when the option is set to NO ).&lt;br /&gt;
&lt;br /&gt;
If set to NO, then following fields are not required in the table.&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Boolean''''', yes or no&lt;br /&gt;
&lt;br /&gt;
===='''+Type:'''====&lt;br /&gt;
Defines the homing method&lt;br /&gt;
*Syntax: '''''String''''', ''ASPECT'' or ''HEAT''&lt;br /&gt;
{{Table3610| An additional option, ''JAVELIN'', has been added.  This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===='''+Turn Time:'''====&lt;br /&gt;
Determines how well the missile maneuvers. Is defined as the number of seconds it takes the missile to do a 360 degree circle&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===='''+View Cone:'''====&lt;br /&gt;
'''Heat-seeking missiles only'''&lt;br /&gt;
&lt;br /&gt;
This is the width of the weapon's viewing cone, given in degrees. Objects outside this cone are effectively invisible to the missile. The value / 2 gives the angle from the missile's centerline to the edge of the viewing cone.&lt;br /&gt;
*Syntax: '''''Float''''', degrees&lt;br /&gt;
{{Table3610| Has been enabled also to aspect seekers as an option.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===='''+Min Lock Time:'''====&lt;br /&gt;
'''For aspect/javelin missiles only'''&lt;br /&gt;
&lt;br /&gt;
The minimum number of seconds to gain a target lock.&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
===='''+Lock Pixels/Sec:'''====&lt;br /&gt;
'''For aspect/javelin missiles only'''&lt;br /&gt;
The number of pixels the aspect triangle moves per second while attempting lock-on.&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Integer''''', pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===='''+Catch-up Pixels/Sec:'''====&lt;br /&gt;
'''For aspect/javelin missiles only'''&lt;br /&gt;
&lt;br /&gt;
The number of pixels moved per second while attempting to catch up to the target.&lt;br /&gt;
*Syntax: '''''Integer''''', pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===='''+Catch-up Penalty:'''====&lt;br /&gt;
'''For aspect/javelin missiles only'''&lt;br /&gt;
&lt;br /&gt;
Extra pixels to move after catching up. (Needs verification )&lt;br /&gt;
**Syntax: '''''Integer''''', pixels&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===='''+Seeker Strength:'''====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the seeking ability of the homing system. Default of heat seekers is 3.0 and for aspect seekers 2.0. Spoofing chance is defined as '''[[#$Countermeasure:|cm type effectiveness]]'''/'''seeker strength''' (missile must be within the countermeasures '''[[#$Countermeasure:|+Effective Radius:]]'''&lt;br /&gt;
*Syntax: '''''Float''''', seeker strength}}&lt;br /&gt;
&lt;br /&gt;
===='''+Target Lead Scaler:'''====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
Defines the type of pursuit course the missile tries to obtain.&lt;br /&gt;
*Values &amp;lt; 0 give lag pursuit, values ~ 0 give pure pursuit, values &amp;gt; 0 give lead pursuit.&lt;br /&gt;
*Syntax: '''''Float''''', default for heat seekers: 0, default for aspect or javelin seekers: 1.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Swarm:===&lt;br /&gt;
*The number of missiles to fire per volley if it's a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for 'burst fire weapons'. Does not work with player weapons.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Swarm will negatively affect the missile's ability to hit its target. Especially when fired off-bore.&lt;br /&gt;
*Syntax: '''''Integer''''', number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''+SwarmWait:'''&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
***Default: 0.150&lt;br /&gt;
***Max: 0.5 (Resets to default if set over 0.5)}}&lt;br /&gt;
&lt;br /&gt;
===$Acceleration Time:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how long it takes for a secondary weapon to attain full speed. Takes precedence over $Free Flight Time (see below) in terms of the weapon's velocity, and affects both locked-on and dumbfired secondaries.&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
**Default: 0.0}}&lt;br /&gt;
&lt;br /&gt;
===$Velocity Inherit:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how much of the parent ship's velocity to inherit, if [[Ai_profiles.tbl#.24use_additive_weapon_velocity:]] is used.&lt;br /&gt;
*Syntax: '''''Float''''', percents&lt;br /&gt;
**Default: 100.0}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' due to dumbfires never changing their speed, using this on a dumbfire missile will have it stuck at freeflight speed even after the end of the freeflight time.&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the speed that the weapon will be travelling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: '''''Float''''', Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
{{Note| This feature was never implemented correctly and was removed in r8867. FSO currently parses but doesn't use the value, and prints a warning in the log saying that the value will not be used.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PreLaunchSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
**Default: No Sound}}&lt;br /&gt;
&lt;br /&gt;
===+PreLaunchSnd Min Interval:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines  Minimum interval between when the player stops firing and the next time the pre-launch sound can play, as a limiter in case the player is pumping the trigger.&lt;br /&gt;
*Syntax: '''''Integer''''', Minimum delay in milliseconds between the end of the previous firing sequence and the next time the pre-launch sound effect will be played.&lt;br /&gt;
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ImpactSnd:===&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disarmed ImpactSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FlyBySnd:===&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$TrackingSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when this weapon tracks a target.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LockedSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The sound played when this weapon has locked onto its target.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$InFlightSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when the missile is currently flying.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*'''+Inflight sound type'''&lt;br /&gt;
**Specifies when the in flight sound is played.&lt;br /&gt;
**The value can be one of the following values which are matched case-insensitively:&lt;br /&gt;
***''''''TARGETED'''''': The sound is played when the missile tracks a target&lt;br /&gt;
***''''''UNTARGETED'''''': The sound is played when the missile is currently not tracking a target&lt;br /&gt;
***''''''ALWAYS'''''': The sound is played always}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code.&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rearm Rate:===&lt;br /&gt;
*Defines the rate the weapons are loaded to the ship&lt;br /&gt;
*Syntax: '''''Float''''', missiles loaded per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*Defines the range to the target where the weapons under AI will start firing.&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )''''', names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by '''+override''' option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all '''homing'''-related flags as well as '''swarm''', '''variable lead''', '''trail''', '''TAG''', and '''transparent''' settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: '''''+override'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*'''+Start Width:'''&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+End Width:'''&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+Start Alpha:'''&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: '''''Float''''', value between 0 and 1&lt;br /&gt;
*'''+End Alpha:'''&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: '''''Float''''', value between 0 and 1&lt;br /&gt;
*'''+Max Life:'''&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
*'''+Bitmap:'''&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*'''+Faded Out Sections:'''&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: '''''Integer''''', number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: '''''String''''', filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: '''''String''''', filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with '''#Conditional Hooks''', see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with '''#Conditional Hooks''', see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for impacts of this weapon.&lt;br /&gt;
*Syntax: '''String''', the particle effect name&lt;br /&gt;
*If this option is specified then ''$Impact Explosion'' and ''$Impact Explosion Radius'' are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: '''''String''''', filename or ''none''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: '''''Float''''', meters, default 1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Radius:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Radius of the shield impact explosion, see [[Ships.tbl#.24Shield_Impact_Explosion:]].&lt;br /&gt;
*Syntax: '''''Float''''', meters, defaults to value of $Impact Explosion Radius}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for Dinky (not armed) explosions of this weapon.&lt;br /&gt;
*Syntax: '''String''', the particle effect name&lt;br /&gt;
*If this option is specified then ''$Dinky Impact Explosion'' and ''$Dinky Impact Explosion Radius'' are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: '''''String''''', filename or ''none''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion Radius but for Dinky explosions&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for piercing impacts.&lt;br /&gt;
*Syntax: '''String''', the particle effect name&lt;br /&gt;
*If this option is specified then piercing impact options below are not valid!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: '''''String''''', filename or ''none''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Particles:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of particles released per impact&lt;br /&gt;
*Syntax: '''''Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$Inflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the inflight [[Particle Effects|particle effect]] which is used when the laser is active. This is only used by laser weapons.&lt;br /&gt;
*Syntax: '''''String''''', the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
===$Freeflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the [[Particle Effects|particle effect]] which is used when the missile is in the free flight phase. See [[#$Free Flight Time:|$Free Flight Time]] for more information.&lt;br /&gt;
*Syntax: '''''String''''', the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Ignition Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is transitioning from free flight to homed or unhomed flight.&lt;br /&gt;
*Syntax: '''''String''''', the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Homed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in homed flight mode.&lt;br /&gt;
*Syntax: '''''String''''', the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Unhomed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in unhomed flight mode.&lt;br /&gt;
*Syntax: '''''String''''', the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Muzzleflash:===&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: '''''String''''', muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Intensity:===&lt;br /&gt;
*If it has an EMP effect, how deeply it scrambles your electronics&lt;br /&gt;
*Basically a percentage, a value of 250 results in a 25% chance of something getting scrambled each frame. &lt;br /&gt;
*Maximum value of 500&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
&lt;br /&gt;
===$EMP Time:===&lt;br /&gt;
**Duration of the EMP effect&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
===$Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: '''''Float''''' (defaults to 1.0)&lt;br /&gt;
{{Note| The &amp;quot;apply recoil&amp;quot; weapon flag must be set for this to be valid. If the flag is not set, FSO will throw a warning and automatically set it at runtime.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Leech Weapon:===&lt;br /&gt;
**The amount of weapon energy to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: '''''Float''''' (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Leech Afterburner:===&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: '''''Float''''' (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Corkscrew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*'''+Num Fired:'''&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: '''''Integer''''', number of missiles&lt;br /&gt;
*'''+Radius:'''&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+Fire Delay:'''&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Counter rotate:'''&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: '''''Boolean''''', ''0'' or ''1'', no or yes&lt;br /&gt;
*'''+Twist:'''&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: '''''Float''''', radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Electronics:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. '''+New Style:''' and '''+Old Style:''' options are mutually exclusive.&lt;br /&gt;
*'''+New Style:'''&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*'''+Old Style:'''&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent: FreeSpace.&lt;br /&gt;
}}&lt;br /&gt;
{{Table371|&lt;br /&gt;
*'''+Area Of Effect'''&lt;br /&gt;
**If specified, allows the electronics effect to apply to every ship hit by this weapon's blast or shockwave (the &amp;quot;Electronics&amp;quot; flag isn't necessary with this option).&lt;br /&gt;
}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''+Intensity:'''&lt;br /&gt;
**May only be used with '''+New Style:''' electronics. '''''Has been deprecated'''''.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Lifetime:'''&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Engine Multiplier:'''&lt;br /&gt;
**May only be used with '''+New Style:''' electronics. Defines how much longer the disruption effect lasts for engine subsystems.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Weapon Multiplier:'''&lt;br /&gt;
**May only be used with '''+New Style:''' electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Beam Turret Multiplier:'''&lt;br /&gt;
**May only be used with '''+New Style:''' electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Sensors Multiplier:'''&lt;br /&gt;
**May only be used with '''+New Style:''' electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Randomness Time:'''&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the ''Old Style'' mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. ''Value'' gives the angle from the missiles centerline.  The maximum possible angle between any two child weapons would be ''Value*2''.&lt;br /&gt;
*Spawn angle can be defined as many times as the carrier missile has child weapons defined for it (up to 5).&lt;br /&gt;
*Syntax: '''''Float''''', degrees}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Local SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be '''''aspect seeking missile''''' and must have '''''[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]''''' flag.&lt;br /&gt;
*'''+Warpout Delay:'''&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Warpin Delay:'''&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Stage 5 Velocity:'''&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: '''''Float''''', meters per second&lt;br /&gt;
*'''+Warpin Radius:'''&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+Lock Range:'''&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure:===&lt;br /&gt;
&lt;br /&gt;
*Defines the countermeasure effectiveness, radius, etc&lt;br /&gt;
{{note| &lt;br /&gt;
*Spoofing chance is defined as '''cm type effectiveness'''/'''[[#+Seeker Strength:|seeker strength]]''' (missile must be within the countermeasures '''+Effective Radius:''').&lt;br /&gt;
*All countermeasures in the mission perform tests to spoof missiles for two frames after '''any countermeasure''' is created in the mission. No, this doesn't seem to make much sense.&lt;br /&gt;
{{Table382|The global frame counter can be bypassed by using '''[[#+Pulse Interval:|pulse interval]]'''.}}&lt;br /&gt;
*'''Provisional'''; Countermeasures are only given one chance to spoof any individual missile. This makes tuning seeker strength/effectiveness meaningful.&lt;br /&gt;
**Previously some record of which countermeasures had been seen by each missile was kept, but it broke when multiple countermeasures were involved. A good chance of breaking with two countermeasures, and a guaranteed chance of breaking with three or more. This reduced the impact of the seeker strength/effectiveness ratio, but was partly cancelled out by the 2 frames thing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
===='''+Heat Effectiveness:'''====&lt;br /&gt;
*Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
*Syntax: '''''Float''''', cm effectiveness&lt;br /&gt;
**Default: 1.0&lt;br /&gt;
&lt;br /&gt;
===='''+Aspect Effectiveness:'''====&lt;br /&gt;
*Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
*Syntax: '''''Float''''', cm effectiveness&lt;br /&gt;
*Default: 1.0&lt;br /&gt;
&lt;br /&gt;
===='''+Effective Radius:'''====&lt;br /&gt;
*Defines the countermeasures effective radius&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
**Default: 300.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====+Missile Detonation Radius:====&lt;br /&gt;
*Defines the radius within which a missile homing on this countermeasure will trigger a detonation (see '''+Single Missile Kill:''')&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
**Default: 40.0&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
&lt;br /&gt;
====+Single Missile Kill:====&lt;br /&gt;
*Defines if countermeasures will detonate only the missile homing on this countermeasure, or every missile within '''+Missile Detonation Radius:'''&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
**Default: false&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table382|&lt;br /&gt;
====+Pulse Interval:====&lt;br /&gt;
*Defines how much time passes between each pulse of this countermeasure.&lt;br /&gt;
*Syntax: '''''Float''''', milliseconds&lt;br /&gt;
**Default: 0&lt;br /&gt;
{{note| any value less than or equal to 0 means the countermeasure doesn't pulse, and uses the global 2-frame counter after any countermeasure is fired.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*'''+Type:'''&lt;br /&gt;
**Defines the type of beam in question. Beam types: 0 is a standard non-slashing type beam. 1 is a slashing type beam. 2 is a targeting beam that is used to trigger SSMs. 3 is a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles. 4 is a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
**Syntax: '''''Integer''''',, only values from 0 to 4 are legal&lt;br /&gt;
*'''+Life:'''&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
*'''+Warmup:'''&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Warmdown:'''&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Radius:'''&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+PCount:'''&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: '''''Integer'''''&lt;br /&gt;
*'''+PRadius:'''&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+PAngle:'''&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: '''''Float''''', angle of the cone&lt;br /&gt;
*'''+PAni:'''&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''+Miss Factor:'''&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: '''''Miss Factor''''', five '''floats''', very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*'''IFF specific miss factors'''&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: '''''+&amp;lt;IFF&amp;gt; Miss Factor:''''', five '''floats''', very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5}}&lt;br /&gt;
*'''+BeamSound:'''&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*'''+WarmupSound:'''&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*'''+WarmdownSound:'''&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*'''+Muzzleglow:'''&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
{{Table372|&lt;br /&gt;
*'''+Directional Glow:'''&lt;br /&gt;
**Defines the length to stretch the muzzleglow along the beam.&lt;br /&gt;
**Syntax: '''''Float''''', length in meters, the muzzleglow is rendered along (in the same plane) as the beam instead of perpendicular to the camera.}}&lt;br /&gt;
*'''+Shots:'''&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**Syntax: '''''Integer'''''&lt;br /&gt;
*'''+ShrinkFactor:'''&lt;br /&gt;
**What percentage of lifetime where beam starts shrinking (0.1 == 10% life left)&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+ShrinkPct:'''&lt;br /&gt;
**What percentage of max width we subtract per second&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''+Range:'''&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+Attenuation:'''&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: '''''Float''''', from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*'''+BeamWidth:'''&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: '''''Float''''&lt;br /&gt;
{{Table38|&lt;br /&gt;
*'''+Beam Flash Particle Effect:'''&lt;br /&gt;
**Specifies the beam flash [[Particle Effects|particle effect]].&lt;br /&gt;
**Syntax: '''''String''''', particle effect name&lt;br /&gt;
**If this is specified then '''+Beam Flash Effect''' and '''+Beam Flash Radius''' are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*'''+Beam Flash Effect:'''&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''+Beam Flash Radius:'''&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Beam Piercing Effect:'''&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''+Beam Piercing Radius:'''&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Beam Piercing Effect Velocity:'''&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Beam Piercing Splash Effect Velocity:'''&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Beam Piercing Effect Variance:'''&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
*'''$Section:'''&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*'''+Index:'''&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only needed when editing beams that already exist in other tables.&lt;br /&gt;
:**Syntax: '''''Integer''''', index number legal values are from 0 to 5&lt;br /&gt;
:*'''+remove'''&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*'''+nocreate'''&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*'''+Width:'''&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: '''''Float''''', meters&lt;br /&gt;
:*'''+Texture:'''&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: '''''String''''', filename&lt;br /&gt;
:*'''+RGBA Inner:'''&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: '''''Color''''', red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*'''+RGBA Outer:'''&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: '''''Color''''', red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*'''+Flicker:'''&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: '''''Float''''', value from 0 to 1&lt;br /&gt;
:*'''+Zadd:'''&lt;br /&gt;
:**Defines the 'thickness' of the section. The higher the Zadd, the closer the section appears to be.&lt;br /&gt;
:**Syntax: '''''Float'''''&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*'''+Tile Factor:'''&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: '''''Float''''', '''''Integer'''''&lt;br /&gt;
:*'''+Translation:'''&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*'''+Index:'''&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
**Syntax: '''''Integer'''''&lt;br /&gt;
*'''+Remove'''&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
*'''+Type:'''&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: '''''String'', Default, Helix, Sparkler, Ring, or Plume '''&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*'''+Count:'''&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: '''''Integer'''''&lt;br /&gt;
*'''+Time:'''&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
*'''+Vel:'''&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Radius:'''&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+Life:'''&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
*'''+Scale:'''&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*'''+Z Scale:'''&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''+Rotation Rate:'''&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: '''''Float'', may be negative, useful for setting up 2 spews that spin in opposite directions'''&lt;br /&gt;
*'''+Offset:'''&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: '''''Vector'''''&lt;br /&gt;
*'''+Initial Velocity:'''&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: '''''Vector'''''&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*'''+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illiminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Integer''''' '''''Float''''', TAG level and seconds respectively&lt;br /&gt;
*'''Note''': TAG will not trigger unless the weapon in question has a non-zero damage value.&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: '''''Integer'''''}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Now also accepts SSM strike names.&lt;br /&gt;
*Syntax: '''''String'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FOF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: '''''Float''''', degrees}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Spread Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the spread rate of the field of fire. This controls how the FOF increases over time while the weapon is firing.&lt;br /&gt;
*Syntax: ''''''Float'''''', rate}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Reset Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Rate at which the spread decreases if the weapon isn't firing.&lt;br /&gt;
*Syntax: ''''''Float'''''', rate&lt;br /&gt;
*This is required if '''+FOF Spread Rate:''' is present}}&lt;br /&gt;
&lt;br /&gt;
====+Max FOF:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*The maximum FOF. After the FOF reaches this value it will not increase any further.&lt;br /&gt;
*Syntax: ''''''Float'''''', degrees. Must be greater than or equal to zero.&lt;br /&gt;
*This is required if '''+FOF Spread Rate:''' is present}}&lt;br /&gt;
&lt;br /&gt;
===$Shots:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the number of shots every time the weapon is fired.&lt;br /&gt;
*Works only for primary weapons&lt;br /&gt;
*Syntax: '''''Integer''''', number of shots}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*'''+texture:'''&lt;br /&gt;
**Defines the texture used for impact decals (can use '''''-burn''''' and '''''-glow''''' textures)&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''+backface texture:'''&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''+radius:'''&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+burn time:'''&lt;br /&gt;
**Defines the time the '''''-burn''''' texture appears on the target&lt;br /&gt;
**Syntax: '''''Integer''''', milliseconds}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Transparent:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for 'alpha animations'&lt;br /&gt;
*'''+Alpha:'''&lt;br /&gt;
**Defines the strenght of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: '''''Float''''', from 0 to 1&lt;br /&gt;
*'''+Alpha Min:'''&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: '''''Float''''', from 0 to 1&lt;br /&gt;
*'''+Alpha Cycle:'''&lt;br /&gt;
**Defines the change in alpha per frame, between '''Alpha''' and '''Alpha Min''' values&lt;br /&gt;
**Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Hitpoints:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the amount of hitpoints a weapon has.&lt;br /&gt;
*Weapons with '''&amp;quot;bomb&amp;quot;''' flag have 50 hitpoints by default&lt;br /&gt;
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.&lt;br /&gt;
**Syntax: '''''Integer'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.&lt;br /&gt;
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Shots:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of shots in a burst&lt;br /&gt;
*Shots in a burst use shorter ( '''$Burst Delay:''' ) delay than usually&lt;br /&gt;
**Syntax: '''''Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time in milliseconds between the shots in a burst&lt;br /&gt;
**Syntax: '''''Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the flags used to define the burst firing behaviour&lt;br /&gt;
**Syntax: ( '''''String''''' '''''String''''' ), list of flags&lt;br /&gt;
**Available burst flags:&lt;br /&gt;
***'''&amp;quot;fast firing&amp;quot;''', acts as if '''same turret cooldown''' flag would be used between the shots in the burst.&lt;br /&gt;
***'''&amp;quot;random length&amp;quot;''', makes AI to fire burst of random length (from 1 to burst shots).}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Flame Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the modeled thruster of the missile&lt;br /&gt;
**Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the glow type effect of the missile&lt;br /&gt;
**Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster's glow type effect&lt;br /&gt;
**Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Substitute:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Defines a pattern of ammo to substitute for primary or secondary weapons. '''$Substitute:''' can be repeated any number of times (so you could make something like a rainbow laser with several ammo substitutions, for example). If neither ''+period'' or ''+index'' is specified, it is assumed to be equivalent to ''+index: '''0'''''.&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Weapon Name'''''&lt;br /&gt;
*'''Swarm missiles act in a strange way when used with $Substitute, use at your own risk.'''}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Turrets can use $Substitute as well.&lt;br /&gt;
}}&lt;br /&gt;
====+period:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute '''Weapon Name''' every ''period'' shots.&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Positive Integer'''''&lt;br /&gt;
*'''You may not define both +period and +index for the same $Substitute entry'''}}&lt;br /&gt;
=====+offset:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
A suboption of +period, offsets the substitute pattern according to the launched ammo. For example, an offset of 3 and a period of 4 will substitute on the 3rd ammo launched, and then every 4th ammo after that.&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Positive Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
====+index:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute the '''Weapon Name''' at firepoint ''index'' in the shot pattern. Similar to carefully using both +period and +offset, but is not affected by ships with different firepoint numbers. i.e. Firepoint ''index'' will always have the substitution, while +period and +offset will cycle at different rates dependant on the number of firepoints.'''&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''Positive Integer'''''&lt;br /&gt;
&lt;br /&gt;
*'''You may not define both +period and +index for the same $Substitute entry'''}}&lt;br /&gt;
&lt;br /&gt;
==Weapons.tbl Flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Electronics&amp;quot;===&lt;br /&gt;
*Will seize up the weapons and engines systems of any ship for a short period of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Spawn ''Name'',''Value''&amp;quot;===&lt;br /&gt;
*Will spawn the specified number of defined missiles upon detonation.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Multiple spawn types can be defined for a single 'carrier' weapon up to maximum of 5 different weapons}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Remote Detonate&amp;quot;===&lt;br /&gt;
*Can be triggered remotely via a second press on the trigger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Ship&amp;quot;===&lt;br /&gt;
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Huge&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 10% damage to a ship with the &amp;quot;Big Damage&amp;quot; flag. Also the AI will not try to hit fighters with it.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Supercap&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 75% damage to a ship with the &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;child&amp;quot;===&lt;br /&gt;
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with &amp;quot;Spawn ''Name'',''Value''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon targetable with the B key, and the AI prefers to use it against large ships&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;No Dumbfire&amp;quot;===&lt;br /&gt;
*Missile will not fire without a lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Has the weapon in the tech database at the start of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*'''EXTREMELY IMPORTANT NOTE:'''&lt;br /&gt;
**Whenever you plan to use a weapon as a player one in your campaign or missions, '''USE THIS FLAG'''.&lt;br /&gt;
**Not using it can cause problems within fs_open and it's a BAD MOD DESIGN.&lt;br /&gt;
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it's still a BAD DESIGN.&lt;br /&gt;
**As another possible example: be careful to update &amp;quot;retail&amp;quot; tables if you plan to use Shivan weapons in player fighters.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EMP&amp;quot;===&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Esuck&amp;quot;===&lt;br /&gt;
*Drains the target's energy banks&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shudder&amp;quot;===&lt;br /&gt;
*Makes your ship shudder while you're firing the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;lockarm&amp;quot;===&lt;br /&gt;
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
* Does nothing&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
The AI will prefer these weapons for anti-subsystem use&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a countermeasure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
*Make sure you define the size and reload rate for ballistic weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
{{Table3610| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapon can only be fired at tagged targets}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapon to alternate between firing points}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;smart spawn&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Sets spawned 'child' weapons to use parent weapon's target.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no emp kill&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;untargeted heat seeker&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no radius doubling&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no subsystem homing&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lifeleft penalty&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can be targeted&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be targeted by player. Does not influence AI}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show friendly on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;capital+&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells AI to use this weapon only on capital ships}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;chain external model fps&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game to keep switching external model firingpoints when firing}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;external model launcher&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes blast damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from weapon blasts}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes shockwave damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from shockwaves}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ciws&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the &amp;quot;take blast/shockwave damage&amp;quot; flags.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;render flak&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;anti-subsystem beam&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Beam weapons with this flag can target subsystems on enemy ships, just like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Primary weapons with this flag can not be linked with other weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same emp time for capships&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*capships affected by this weapon will use the tabled EMP time rather than the fixed retail value (7.5 secs)}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linked penalty&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Primary weapons with this flag do not incur the retail linked fire penalty}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no homing speed ramp&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Locked homing weapons will not perform the standard 1 second long acceleration when fired. Note that use of $Acceleration Time is '''not''' affected by this flag.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pulls aspect seekers&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*If an aspect seeker is grabbed by this countermeasure the missile will follow the countermeasure instead of going into dumbfire mode.&lt;br /&gt;
'''Only valid for countermeasures!'''}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;turret interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;fighter interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;interceptable&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows turrets/fighters/both (respectively) to shoot at this weapon without requiring it to be a bomb. If this is the first time this weapon has been defined, it also gives it a default of 25 hitpoints so that it can be shot down.&lt;br /&gt;
'''If you use a TBM to give this flag to an existing weapon, you'll need to specify hitpoints manually (unless you want it to be unkillable but still draw defensive fire).'''}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply recoil&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*A ship that fires a weapon with this flag will experience a recoil effect, slowing the ship down and, with lighter strikecraft, inducing some rotation if the firing points are offset from the center of mass.&lt;br /&gt;
'''Do not use this with MVPs or retail ships unless you increase their density to 10 or use either $Recoil Modifier: in weapons.tbl or $Ship Recoil Modifier in ships.tbl. This is to avoid exaggerated effects due to retail models having manually defined masses.'''}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don't spawn if shot&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Prevents parent weapons from spawning children in the even of the parent weapon being shot down.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;die on lost lock&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Aspect seeking missiles (only, not heat seekers) will detonate upon losing their lock. Currently they only lose lock if decoyed by a countermeasure, AND &amp;quot;pulls aspect seekers&amp;quot; or similar is not set. The detonation will use their &amp;quot;dinky&amp;quot; explosion (i.e. same as if ran out of lifetime).}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: '''''String''''', name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the speed of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: '''''Float''''', meter per second&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lifetime===&lt;br /&gt;
*Countermeasure's life time is defined between with minimum and maximum lifetime&lt;br /&gt;
*'''$Lifetime Min:'''&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
*'''$Lifetime Max:'''&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Weapon Precedence==&lt;br /&gt;
*First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries&lt;br /&gt;
*Syntax: ( '''''&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;'''''), names of the weapons&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;UD-8 Kayser&amp;quot;&lt;br /&gt;
     &amp;quot;Prometheus R&amp;quot;&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;Harpoon&amp;quot;&lt;br /&gt;
     &amp;quot;Tempest&amp;quot;&lt;br /&gt;
     &amp;quot;Rockeye&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Primary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            @Subach HL-7&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTW Subach HL-7&amp;quot;, 3243)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Standard Issue&lt;br /&gt;
Level 3 Hull Damage&lt;br /&gt;
Level 2 Shield Damage&amp;quot;, 3244)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;Subach HL-7&amp;quot;, 146)&lt;br /&gt;
   +Tech Anim:                       Tech_Subach_HL-7&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      none&lt;br /&gt;
   @Laser Bitmap:                    newglo9&lt;br /&gt;
   @Laser Glow:                      2_laserglow03&lt;br /&gt;
   @Laser Color:                     250, 0, 0&lt;br /&gt;
   @Laser Color2:                    0, 0, 250&lt;br /&gt;
   @Laser Length:                    10.0&lt;br /&gt;
   @Laser Head Radius:               0.90&lt;br /&gt;
   @Laser Tail Radius:               0.90&lt;br /&gt;
$Mass:                            0.2&lt;br /&gt;
$Velocity:                        450.0&lt;br /&gt;
$Fire Wait:                       0.2&lt;br /&gt;
$Damage:                          15&lt;br /&gt;
$Armor Factor:                    0.9&lt;br /&gt;
$Shield Factor:                   0.7&lt;br /&gt;
$Subsystem Factor:                0.3&lt;br /&gt;
$Lifetime:                        2.0&lt;br /&gt;
$Energy Consumed:                 0.20&lt;br /&gt;
$Cargo Size:                      0.0&lt;br /&gt;
$Homing:                          NO&lt;br /&gt;
$LaunchSnd:                       76&lt;br /&gt;
$ImpactSnd:                       85&lt;br /&gt;
$Flags:                           (  &amp;quot;in tech database&amp;quot;&lt;br /&gt;
                                     &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;stream&amp;quot;)&lt;br /&gt;
$Icon:                            iconSD4&lt;br /&gt;
$Anim:                            SD4&lt;br /&gt;
$Impact Explosion:                none&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Secondary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            EMP Adv.&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTM-14 EMP Adv.&amp;quot;, 3396)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Advanced Missile&lt;br /&gt;
Electromagnetic Pulse Weapon&lt;br /&gt;
General Purpose Suppression&amp;quot;, 3397)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;GTM-14 EM Pulse Adv.&amp;quot;, 3398)&lt;br /&gt;
   +Tech Anim:                       Tech_EMP&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      EMPulse2.pof&lt;br /&gt;
$Mass:                            15.0&lt;br /&gt;
$Velocity:                        275.0&lt;br /&gt;
$Fire Wait:                       2.0&lt;br /&gt;
$Damage:                          45&lt;br /&gt;
$Blast Force:                     20.0&lt;br /&gt;
$Inner Radius:                    80.0&lt;br /&gt;
$Outer Radius:                    300.0&lt;br /&gt;
$Shockwave Speed:                 120.0&lt;br /&gt;
$Armor Factor:                    1.0&lt;br /&gt;
$Shield Factor:                   0.8&lt;br /&gt;
$Subsystem Factor:                0.5&lt;br /&gt;
$Lifetime:                        5.0&lt;br /&gt;
$Energy Consumed:                 0.0&lt;br /&gt;
$Cargo Size:                      4.0&lt;br /&gt;
$Homing:                          YES&lt;br /&gt;
   +Type:                            ASPECT&lt;br /&gt;
   +Turn Time:                       1.0&lt;br /&gt;
   +Min Lock Time:                   2.0&lt;br /&gt;
   +Lock Pixels/Sec:                 70&lt;br /&gt;
   +Catch-up Pixels/Sec:             100&lt;br /&gt;
   +Catch-up Penalty:                30&lt;br /&gt;
$LaunchSnd:                       118&lt;br /&gt;
$ImpactSnd:                       88&lt;br /&gt;
$FlyBySnd:                        -1&lt;br /&gt;
$Rearm Rate:                      2.0&lt;br /&gt;
$Flags:                           (  &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;EMP&amp;quot;)&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Start Width:                     0.25&lt;br /&gt;
   +End Width:                       0.75&lt;br /&gt;
   +Start Alpha:                     1.0&lt;br /&gt;
   +End Alpha:                       0.0&lt;br /&gt;
   +Max Life:                        1.5&lt;br /&gt;
   +Bitmap:                          MissileTrail04&lt;br /&gt;
$Icon:                            iconEMPulse&lt;br /&gt;
$Anim:                            ecm&lt;br /&gt;
$Impact Explosion:                ExpMissileHit1&lt;br /&gt;
$Impact Explosion Radius:         10.0&lt;br /&gt;
$EMP Intensity:                   375.0&lt;br /&gt;
$EMP Time:                        20.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;EMP Adv.&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Template:Table190&amp;diff=46189</id>
		<title>Template:Table190</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Template:Table190&amp;diff=46189"/>
		<updated>2017-08-24T12:05:26Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: Created page with &amp;quot;&amp;lt;noinclude&amp;gt;Table382&amp;lt;/noinclude&amp;gt; &amp;lt;div style=&amp;quot;padding: 1px 2px 1px 2px; background-color: #156364; border: solid 1px #1d8788; padding: 0px 4px; font-size: -1…&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;[[Category:Templates|Table382]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1px 2px 1px 2px; background-color: #156364; border: solid 1px #1d8788; padding: 0px 4px; font-size: -1; color: #31e5e7&amp;quot;&amp;gt;'''&amp;lt;font color=#2ccdcf&amp;gt;FS2 Open, 3.8.2&amp;lt;/font&amp;gt;:''' {{{1}}}&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Template:Table375&amp;diff=46188</id>
		<title>Template:Table375</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Template:Table375&amp;diff=46188"/>
		<updated>2017-08-24T12:05:19Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: We've standardized on not having separate version indicators for nightly builds, but I'll re-use the color for 3.8.2.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Template:Table38]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Engine_limitations&amp;diff=46153</id>
		<title>Engine limitations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Engine_limitations&amp;diff=46153"/>
		<updated>2017-07-10T17:39:29Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: 3.7.4 doubled the ship class limit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The maximum numbers of certain types of entities that can exist in the FS2_Open engine. Please note that 'Inferno' refers to INF builds, which are standard from 3.6.12 on.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
The overall limits of the various subsystem managers.&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#351515; width:150px&amp;quot;| '''Name'''&lt;br /&gt;
| style=&amp;quot;background:#300505;&amp;quot;| '''Limit'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Textures&lt;br /&gt;
| 4750&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Sound tracks&lt;br /&gt;
| 30&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Sounds &lt;br /&gt;
| No Limit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
The maximum types of an entity that can exist in the table&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=2 style=&amp;quot;background:#351515; width:150px&amp;quot;| '''Name'''&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#300505;&amp;quot;| '''Limit'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| '''Standard'''&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| '''Inferno'''&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| '''3.7.4'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Ships.tbl|Ship Classes]]&lt;br /&gt;
| 130&lt;br /&gt;
| 250&lt;br /&gt;
| 500&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Weapons.tbl|Weapon Classes]]&lt;br /&gt;
| 200&lt;br /&gt;
| colspan=2| 300&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Beam Sections&lt;br /&gt;
| colspan=3| 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Pspews Per Weapon&lt;br /&gt;
| colspan=3| 4&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Objecttypes.tbl|Object Types]]&lt;br /&gt;
| colspan=3| 16&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Iff_defs.tbl|IFFs]]&lt;br /&gt;
| colspan=3|10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Ai_profiles.tbl|AI Profiles]]&lt;br /&gt;
| colspan=3| 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Hud_gauges.tbl|Hud Gauges]]&lt;br /&gt;
| colspan=3| 64&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Species.tbl|Intelligence Entries]]&lt;br /&gt;
| colspan=3| 75&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Debriefing&lt;br /&gt;
| colspan=3| 2,000 Characters per Stage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Please Note - Prior to r11156, there was a hardcoded limit of 32 [[Modular Tables|‎ .tbm files]] of any given type that the game would recognize.&lt;br /&gt;
&lt;br /&gt;
==Objects==&lt;br /&gt;
The maximum number of objects that can exist in a mission at any given time (except for ships and waypoints, which apply to the whole mission).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#351515; width:150px&amp;quot;| '''Name'''&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| '''Limit'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Objects&lt;br /&gt;
| 2000 {{Table3615|3500}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ships&lt;br /&gt;
| 400&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Weapons&lt;br /&gt;
| 700 {{Table3615|2000}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Beams&lt;br /&gt;
| 500&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Waypoints Per Path&lt;br /&gt;
| 20 {{Table3613|Limit Removed}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Waypoint Paths&lt;br /&gt;
| 32 {{Table3613|Limit Removed}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Wings==&lt;br /&gt;
The maximum number wings or ships in a wing that can exist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#351515; width:150px&amp;quot;| '''Name'''&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| '''Limit'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Wings&lt;br /&gt;
| 75&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ships per Wing&lt;br /&gt;
| 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Starting Wings&lt;br /&gt;
| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Squadron Wings&lt;br /&gt;
| 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| TvT Teams&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| TvT Wings per Team&lt;br /&gt;
| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| TvT Wings&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Models==&lt;br /&gt;
The maximum number of models that can exist at one time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=2 style=&amp;quot;background:#351515; width:150px&amp;quot;| '''Name'''&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#300505; width:75px&amp;quot;| '''Limit'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| '''Standard'''&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| '''Inferno'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Polygon Models&lt;br /&gt;
| 128&lt;br /&gt;
| 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The maximum number of a certain entity that can exist within a model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#351515; width:150px&amp;quot;| '''Name'''&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| '''Limit'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Textures&lt;br /&gt;
| 64&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ship Primary Banks&lt;br /&gt;
| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ship Secondary Banks&lt;br /&gt;
| 4&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Firing Points Per-Bank&lt;br /&gt;
| 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Debris Chunks&lt;br /&gt;
| 64&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sub-Weapon Types==&lt;br /&gt;
&lt;br /&gt;
The maximums for the sub types of weapons.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#351515; width:150px&amp;quot;| '''Type'''&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| '''Max Instances'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Corkscrew Missiles&lt;br /&gt;
| 200&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Swarm Missiles&lt;br /&gt;
| 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Various_Terms&amp;diff=46051</id>
		<title>Various Terms</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Various_Terms&amp;diff=46051"/>
		<updated>2017-03-28T16:19:28Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: /* Campaign Abbreviations */ Just adding a couple major releases.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article lists down the '''various terms, abbreviations, and other jargon''' used by official FreeSpace sources as well as the FreeSpace community.&lt;br /&gt;
&lt;br /&gt;
==Official Terminology==&lt;br /&gt;
===General===&lt;br /&gt;
* '''[[FRED]]''' - FReespace EDitor.  The program created by Volition to make the mission and campaigns for both FreeSpace games.  Released to the public along with said games.&lt;br /&gt;
* '''[[Portal:FreeSpace 2|FS2]]''' - FreeSpace 2. The second game of the series.&lt;br /&gt;
&lt;br /&gt;
===File extensions===&lt;br /&gt;
These are FreeSpace-related extensions only.&lt;br /&gt;
*.ani - Animation files such as explosions&lt;br /&gt;
*.fc2 - FreeSpace 2 campaign&lt;br /&gt;
*.fs2 - FreeSpace 2 mission&lt;br /&gt;
*.fsm - FreeSpace 1 mission&lt;br /&gt;
*.pof - Model files with additional gameplay-related information like position of subsystems, turrets, etc.&lt;br /&gt;
*[[.tbl]] - Table file&lt;br /&gt;
*[[.tbm]] - Modular table&lt;br /&gt;
*.vp - Volition Pack files&lt;br /&gt;
&lt;br /&gt;
===In-game Terminology===&lt;br /&gt;
*'''ETS''' - [[Energy Transfer System]]&lt;br /&gt;
*'''HUD''' - Heads-up Display. The interface the player uses while flying.&lt;br /&gt;
*'''Subsystem''' - Targetable and destroyable systems of a ship, e.g. radars, engines.&lt;br /&gt;
*'''TSM''' - Training Simulator Module&lt;br /&gt;
&lt;br /&gt;
====Designation Prefixes====&lt;br /&gt;
* '''GT_''' - [[Galactic Terran Alliance|Galactic Terran]]&lt;br /&gt;
* '''NT_''' - [[Neo-Terran Front|Neo-Terran]]&lt;br /&gt;
* '''GV_''' - Galactic Vasudan&lt;br /&gt;
* '''PV_''' - [[Parliamentary Vasudan Empire|Parliamentary Vasudan]]&lt;br /&gt;
* '''GTV_''' - [[Galactic Terran-Vasudan Alliance|Galactic Terran-Vasudan]]&lt;br /&gt;
* '''S_'''  - [[Shivans|Shivan]]&lt;br /&gt;
&lt;br /&gt;
====Designation Suffixes====&lt;br /&gt;
* '''_A''' - [[Advanced Warning And Control System|AWACS]]&lt;br /&gt;
* '''_B''' - Bomber&lt;br /&gt;
* '''_C''' - Cruiser&lt;br /&gt;
* '''_Cv''' - Corvette&lt;br /&gt;
* '''_D''' - [[Destroyer]]&lt;br /&gt;
* '''_Dr''' - Drone&lt;br /&gt;
* '''_EP''' - Escape Pod&lt;br /&gt;
* '''_F''' - Fighter&lt;br /&gt;
* '''_Fr''' - Freighter&lt;br /&gt;
* '''_G''' - Gas Miner&lt;br /&gt;
* '''_I''' - Installation&lt;br /&gt;
* '''_J''' - [[Juggernaut]]&lt;br /&gt;
* '''_M''' - Medical Ship or Missile&lt;br /&gt;
* '''_NB''' - Navigation Buoy&lt;br /&gt;
* '''_S''' - Support Ship&lt;br /&gt;
* '''_SC''' - Science Cruiser&lt;br /&gt;
* '''_SG''' - Sentry Gun&lt;br /&gt;
* '''_T''' - Transport&lt;br /&gt;
* '''_W''' - Weapon ([[Weapon Comparison (FS1)|FreeSpace 1]])([[Weapon Comparison (FS2)|FreeSpace 2]])&lt;br /&gt;
&lt;br /&gt;
===Fighter Units and Roles===&lt;br /&gt;
*'''Wing''' - A unit of fightercraft, varying in size from one to six ships. The normal number is four. Ships of a wing are labelled by their wing name and a number (i.e. Alpha 1, Alpha 2, and so on). The GTVA uses the Greek alphabet for its wings and the signs of the zodiac for hostile wings. In FS1, Shivan wings were named after Hindu gods. Wing labels are also sometimes used for groups of larger and similar vessels.&lt;br /&gt;
*'''Squadron''' - Refers to an organized group of pilots. The [[242nd Suicide Kings]] and [[203rd Scorpions]] are two examples.&lt;br /&gt;
*'''Stealth Recon''' - Fighters that specialize in infiltrating hostile territory and acquiring information without being detected. The [[GTF Pegasus|GTF ''Pegasus'']] and the [[GVF Ptah|GVF ''Ptah'']] are the only canon stealth fighters.&lt;br /&gt;
*'''Interceptor''' - A fighter role that aims at the destruction of hostile fighters and bombers. Interceptors are fast and agile, but are weakly shielded and armored.&lt;br /&gt;
*'''Space Superiority''' - A versatile fighter role that is capable in all sorts of roles, except for bombing. A celebrated example of a Space Superiority fighter is the [[GTF Myrmidon|GTF ''Myrmidon'']]&lt;br /&gt;
*'''Heavy Assault''' - Heavy Assault fighters have tremendous secondary capacity, heavy shielding and armoring at the expense of speed and maneuverability&lt;br /&gt;
*'''Bomber''' - A bomber is a very heavy craft that specializes in carrying bombs. They attack freighter-size ship and above. Bombers are very slow and easily taken down without fighter escorts. Bombers are further categorized into light, medium, and heavy bombers.&lt;br /&gt;
&lt;br /&gt;
===Ship Types===&lt;br /&gt;
* '''Cruiser''' - Smallest combatant capital craft classification. Cruisers are at least several times the size of a fighter or bomber and possess mainly antifighter weaponry, with one or two (or in the case of the [[SC Rakshasa|SC ''Rakshasa'']], three) anticapital weapons. The defensive fire of a cruiser is rarely capable of stopping a determined bomber wing, and most are vulnerable to even a well-handled lone fighter. Unable to carry fighters. Canonical examples include the [[GTC Fenris|''Fenris'']] and the [[GTC Leviathan|''Leviathan'']]. In FS1, cruisers were deployed for both offensive and defensive tasks by all sides to any situation not requiring the attention of a destroyer. In FS2 Shivan cruisers are often deployed in mainline antiship and strike roles, while GTVA cruisers tend to be used as escorts and patrol craft.&lt;br /&gt;
* '''Corvette''' - Middle ground combatant capital craft, falling between the cruiser and the destroyer in size and capablity. Equipped with between two and four anticapital weapons and considerably more impressive antifighter armament than a cruiser. Corvettes are capable of defending themselves adequately against a small number of enemy fighters or bombers. With the exception of the [[SCv Moloch|SCv ''Moloch'']], corvettes are unable to carry fighters of their own. Corvettes appear to handle most of the antiship and strike duties for the GTVA fleet; Shivan corvettes are extremely rare and have only been deployed against GTVA destroyers canonically. Whether this is their role or not is guesswork.&lt;br /&gt;
* '''Destroyer''' - Large combatant capital craft, combining the functions of destroying enemy ships and transporting fighters. Destroyers vary wildly in armament and effectiveness against different types of targets. They will have at least one heavy-calibur anticapital weapon and probably several more, plus a number of cruiser-corvette anticapital weapons. Destroyers tend to need fighter cover more than corvettes; some of them actually mount fewer antifighter weapons, and all have much larger amounts of surface area that needs to be defended. Any situation with the direct involvement of a destroyer-class ship is by definition serious.&lt;br /&gt;
* '''Frigate''' - Semi-canonical ship class, both the Hippocrates and the Iceni have been referred to as frigates; the normally accepted role of a frigate is that of a pocket destroyer, lacking a fighterbay and fighter support facilities/crews enabling the ship to be shrunk down to only slightly bigger than a corvette.&lt;br /&gt;
* '''Superdestroyer''' - Bigger, meaner, and tougher than a destroyer, yet too small for the juggernaut classification; first applied well before the juggernaut classification came into existence. Only the [[GTD Hades|''Hades'']] and [[SD Lucifer|''Lucifer'']] have canonically been given this classification. The nature of the canonical superdestroyers was such that any appearance by them indicates ''the'' major effort by the controlling side. Their success is often decisive for that system, while their failure is a blow that is difficult to recover from.&lt;br /&gt;
* '''Juggernaut''' - The pinnacle of combatant capital craft, a juggernaut is capable of making mincemeat out of an enemy fleet singlehanded and is superbly equipped to combat other capital craft. Due to its large surface area its defenses against fightercraft attack are generally somewhat thinly spread, but a juggernaut's sheer ability to absorb damage means that only another juggernaut or a mass attack by corvettes and destroyers is capable of destroying one in anything like a timely manner. Only the [[SJ Sathanas|SJ ''Sathanas'']] has canonically been given this classification, though the ''Colossus'' could also be classified as juggernaut. The presence of a juggernaut, like a superdestroyer, indicates the controlling side considers the mission absolutely essential; decisive for the system if not the campaign or the entire war.&lt;br /&gt;
* '''Installation''' - A space station, described as &amp;quot;installation&amp;quot; because of its size, self-sufficiency, and permanence. The only installation classes canonically known are the [[GTI Arcadia|Arcadia]] and [[GTI Ganymede|Ganymede]]. The [[Galactic Terran-Vasudan Alliance|GTVA's]] naming system for installations generally includes something indicating their nature. Installation Riveria, Tombaugh Station, [[Enif Station]], and the Vega Installation are examples.&lt;br /&gt;
&lt;br /&gt;
===Other Ship Types===&lt;br /&gt;
*'''Transport''' - Primarily used for transporting personnel. Sometimes used to transport marines in boarding a warship, as seen in the capture of a Shivan cruiser. However, it may also be used for repair purposes and evacuation. Transports are designed with minimal defenses and have to be escorted at all times to ensure survival.&lt;br /&gt;
*'''Freighter''' - Freighters carry important cargo and usually mount a few anti-fighter turrets. The largest canonical freighter is the [[GTFr Triton]].&lt;br /&gt;
*'''Gas miner''' - Used primarily to retrieve and transport nebular gas. Because of their often volatile contents, gas miners have an explosion yield far larger than ships of comparable size. The [[GTG Zephyrus]], [[GVG Anuket]], and [[SSG Rahu]] are the only three examples of gas miners.&lt;br /&gt;
*'''AWACS''' - AWACS vessels are primarily used for the expansion of radar detection in systems. Secondary purposes including jamming communications and detecting ships that are invisible to normal sensors. The [[GTA Charybdis]] and [[GVA Setekh]] are the only two examples of this classification.&lt;br /&gt;
*'''Escape Pod''' - The [[GTEP Hermes]] and [[GVEP Ra]] carry out this role. Escape pods are primarily for escape purposes, and are deployed from capital ships on the verge of destruction to save its crew and officers.&lt;br /&gt;
&lt;br /&gt;
===Unique Ship Types===&lt;br /&gt;
*'''Medical Ship''' - Only the [[GTM Hippocrates]] carries this role. Primarily used to house patients under medical care, it is also used to evacuate refugees.&lt;br /&gt;
*'''Science Cruiser''' - Only the [[GTSC Faustus]] carries out this role. The Faustus appears to be tasked as a civilian science research vessel, but is also used by the military in times of war for weapons research. Science cruisers mount very few defenses and are therefore vulnerable to any form of assault.&lt;br /&gt;
&lt;br /&gt;
===Others found in ships.tbl that are not classified as ships===&lt;br /&gt;
*'''Cargo Container''' - Carried by freighters. Cargo containers are unarmed and vulnerable to even fighter attack, and can only move via freighters.&lt;br /&gt;
*'''Sentry Gun''' - A small, vulnerable structure mounting one or more primary weapons. The largest of these is the [[GTSG Mjolnir]], which mounts a beam cannon. Oddly, Shivan sentry guns are rarely encountered in the FreeSpace 2 campaign.&lt;br /&gt;
*'''Knossos''' - The Knossos is an enormous subspace portal which, with its rotating components help stabilize a nearly-collapsed jump node.&lt;br /&gt;
*'''Meson Bomb''' - The [[TC-Meson Bomb]] is a remote detonation device which blasts about in a massive shockwave. The only canonical situations wherein these were deployed was in the destruction of the Knossos portal and the sealing off of the Capella jump nodes.&lt;br /&gt;
*'''Asteroid''' - Asteroids are of natural phenomenon. They are basically huge rocks in space that are harmful to even large capital ships as demonstrated in [[Rebels and Renegades]]. Asteroids may collide with capital ships and deal a severe amount of damage, but can be neutralized by primary weapons easily.&lt;br /&gt;
*'''Unknown Shivan rotating device''' - Known as the [[Shivan Comm Node]] in the editor, there has been no canonical description of the device as information regarding it is classified Level Omega. However, its name implies that it may be a kind of communication device of the Shivans.&lt;br /&gt;
&lt;br /&gt;
===Special objects found in ships.tbl===&lt;br /&gt;
*'''SpaceHunk''' - The [[SpaceHunk]] is never used in the main FS2 campaign. It appears to be a large piece of debris from an [[SJ Sathanas]] juggernaut.&lt;br /&gt;
*'''SJD Sathanas''' - The [[SJD Sathanas]] is a small, triangular object that is used to represent a distant Sathanas juggernaut in [[Into the Lion's Den]] and all missions from [[Dunkerque]] onwards.&lt;br /&gt;
*'''Volition Bravos''' - The [[Volition Bravos]] is an easter egg that can be summoned onto the field using a cheat. It resembles a pirate ship manned by members of the Volition, Inc. staff. Although the Volition Bravos mounts nothing more than a few flak cannons and turret lasers, it is nearly impossible to destroy due to its incredibly high hitpoint count of ten billion.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*'''Aspect-seeking''' - A type of secondary that must acquire a lock to track the target. See [[GTM Harpoon]].&lt;br /&gt;
*'''Countermeasure''' or '''CM''' - An anti-missile defensive mechanism for fighter-sized craft.&lt;br /&gt;
*'''Dumbfire''' - Secondary weapons cannot acquire any kind of lock on the target. See [[GTM Tempest]].&lt;br /&gt;
*'''Heat-seeking''' - A type of secondary weapon that acquires instant lock on the nearest target and chases it until it gets out of its cone.&lt;br /&gt;
*'''Primary''' - Primary weapons in ''FreeSpace'' are energy-based lasers.&lt;br /&gt;
*'''Secondary''' - Secondary weapons in ''FreeSpace'' are missiles and bombs.&lt;br /&gt;
*'''Turret laser''' - Primary weapons found on capital ships, transports, and freighters. An example would be the [[Terran Turret]]. See also '''blob turret'''.&lt;br /&gt;
*'''Anti-fighter beam''' - Small beam weapons on ships at least cruiser-sized. They are used to fire at enemy fighters and bombers, but can also provide fire support against small capital ships.&lt;br /&gt;
*'''Anti-capital beam''' - Beam weapons are the main armament of capital ships. They range from small such as the [[SGreen]], to large such as the [[BGreen]] and the juggernaut-scale [[BFGreen]].&lt;br /&gt;
*'''Slash beam''' - Beams which are used to sweep ships clean of subsystems. Only Terran and Vasudan warships arm these beam weapons.&lt;br /&gt;
*'''Swarm missile''' - Swarm missiles are secondary weapons that are fired in multiple numbers. See [[GTM Hornet]]&lt;br /&gt;
&lt;br /&gt;
==Fan Terminology==&lt;br /&gt;
===In-game Terminology===&lt;br /&gt;
====Designation Prefixes====&lt;br /&gt;
* '''A_'''   - [[Ancients|Ancient]]&lt;br /&gt;
* '''HL_'''  - [[Hammer of Light]]&lt;br /&gt;
&lt;br /&gt;
====Designation Suffixes====&lt;br /&gt;
* '''_BS''' or '''_Bs''' or '''BB''' - Battleship&lt;br /&gt;
* '''_Ca''' - Carrier&lt;br /&gt;
* '''_Dn''' - Dreadnaught&lt;br /&gt;
* '''_Fg''' - Frigate&lt;br /&gt;
* '''_Ff''' - Frigate&lt;br /&gt;
* '''_Gs''' - Gunship&lt;br /&gt;
* '''_H''' - Hive&lt;br /&gt;
* '''_SD''' - Superdestroyer&lt;br /&gt;
* '''_SJ''' - Super Juggernaut&lt;br /&gt;
* '''_TB''' - Tactical Bomber&lt;br /&gt;
&lt;br /&gt;
===Ship Types===&lt;br /&gt;
* '''Carrier''' - Ship of any size whose primary purpose is to carry fightercraft, whether directly into combat or standing off and lending fightercraft support to ongoing operations as needed. &lt;br /&gt;
* '''Dreadnought''' - Generally understood to be a destroyer-sized craft, but built for the sole purpose of ship-to-ship combat and lacking a fighterbay or supporting a very limited number of fighters purely for self-defense.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* '''162''' - The Phoenix sub-forum on the Hard Light Productions Forums.&lt;br /&gt;
* '''AAA''' - Anti-fighter beam cannon(s)&lt;br /&gt;
* '''AB''' - Afterburner(s)&lt;br /&gt;
* '''Blob turret''' - A primary weapon-based, warship-mounted turret. The [[Terran Turret]] is an example.&lt;br /&gt;
* '''CM''' - Countermeasure&lt;br /&gt;
* '''CB''' - Command Briefing&lt;br /&gt;
* '''CBAnim''' - Command Briefing animation&lt;br /&gt;
* '''Colly''' - The [[GTVA Colossus|GTVA ''Colossus'']]&lt;br /&gt;
* '''FA''' - FRED Academy&lt;br /&gt;
* '''F2S''' - FreeSpace 2 Sector&lt;br /&gt;
* '''[[Portal:FreeSpace 1|FS1]]''' - Descent: FreeSpace&amp;amp;mdash;The Great War. Also called Conflict: FreeSpace&amp;amp;mdash;The Great War in Europe. The first game of the series.&lt;br /&gt;
* '''FS2_Open''' or '''FSO''' - The open source version of FreeSpace 2&lt;br /&gt;
* '''FS2NetD''' - FS2 Network Game Monitor; utility used to monitor FS2 network games being operated on the FS2Net servers.&lt;br /&gt;
* '''FS3''' - [[FreeSpace 3]], the theoretical sequel to FreeSpace 2&lt;br /&gt;
* '''GOG''' or '''GoG''' - Good Old Games. A digital distribution website that sells copies of FreeSpace 2.  See [[Getting FreeSpace]].&lt;br /&gt;
* '''GW''' - Game-Warden&lt;br /&gt;
* '''Hattie''' - The [[GVD Hatshepsut|GVD ''Hatshepsut'']]&lt;br /&gt;
* '''HLP''' - Hard Light Productions&lt;br /&gt;
* '''HOTU''' - Home of the Underdogs. This website used to host a stripped-down version of FreeSpace 2.&lt;br /&gt;
* '''Lucy''' - The [[SD Lucifer|SD ''Lucifer'']]&lt;br /&gt;
* '''MediaVP''' or '''MVP''' - VP files with graphical enhancements for FreeSpace Open&lt;br /&gt;
* '''Retail''' - The original version of FreeSpace 2, as released by Volition in 1999, plus the official patches. (=not FreeSpace Open). ''Retail'' may also be used to refer to an official campaign, depending on context.&lt;br /&gt;
* '''RTB''' - Return to Base. Used to refer to the directive that tells the player to return to base.&lt;br /&gt;
* '''SCP''' - Source Code Project.  The people responsible for creating, maintaining and debugging FS2_Open.&lt;br /&gt;
* '''SEXP''' - Symbolic EXPressions.  Special function strings within FRED that allow for complex mission objectives and other things to be carried out by a mission bulider.&lt;br /&gt;
* '''SG''' - Sectorgame. This website hosts the FreeSpace 2 Sector.&lt;br /&gt;
* '''ST''' - [[Silent Threat]]&lt;br /&gt;
* '''TC''' - Total Conversion. See [[Total conversions]]&lt;br /&gt;
* '''V''' or '''[V]''' - [[Volition]], Inc., the developer of FreeSpace and FreeSpace 2.&lt;br /&gt;
* '''VBB''' - Volition Bulletin Board.  The boards Volition maintained as a centre for the FS community.  Now defunct.&lt;br /&gt;
* '''VW''' - Volition Watch, developer fansite covering the FreeSpace, Red Faction and Summoner series. Awaiting demolition.&lt;br /&gt;
* '''Zod''' - A term used to describe [[Vasudans]]. Derived from Zodiac because their fighter wings were designated based on them in FS1. The term has been coined by Eishtmo.&lt;br /&gt;
&lt;br /&gt;
===Campaign Abbreviations===&lt;br /&gt;
:'''''This list is incomplete and not necessarily up-to-date. See also: [[Narwhal's Campaign List]]'''''&lt;br /&gt;
* '''158''' - The 158th Banshee Squadron&lt;br /&gt;
* '''AA''' - Aeos Affair&lt;br /&gt;
* '''AAB''' - Ascension and Beyond&lt;br /&gt;
* '''AG''' - [[Alcibiades' Gamble]]&lt;br /&gt;
* '''AHTW''' - All Hands to War&lt;br /&gt;
* '''AotD''' - Angels of the Damned&lt;br /&gt;
* '''[[ASW]]''' - The [[Ancient-Shivan War (campaign)|Ancient-Shivan War]]&lt;br /&gt;
* '''BP''' - [[Blue Planet]]&lt;br /&gt;
** '''BP:AoA''' or '''AoA''' - [[Blue Planet: Age of Aquarius]]&lt;br /&gt;
** '''BP:WiH''' or '''WiH''' - [[Blue Planet: War in Heaven]]&lt;br /&gt;
* '''BtA''' - [[Between the Ashes]]&lt;br /&gt;
* '''BtRL''' - [[Beyond the Red Line]]&lt;br /&gt;
* '''BWO''' - [[Blackwater Operations]]&lt;br /&gt;
* '''CoW''' - Casualties of War&lt;br /&gt;
* '''CoS''', '''Nukemod-CoS''' or '''Nukemod''' - [[Nukemod|Nukemod - Children of Shiva]]&lt;br /&gt;
* '''CtS''' - [[Crossing the Styx]]&lt;br /&gt;
* '''DEM''' - [[Deus Ex Machina]]&lt;br /&gt;
* '''FSPort''' - [[FreeSpace Port]]&lt;br /&gt;
** '''ST:R''' - [[Silent Threat: Reborn]]&lt;br /&gt;
* '''FSU''' - The FreeSpace Upgrade Project&lt;br /&gt;
* '''INF''' - [[Inferno]]. This may refer to any Inferno mod.&lt;br /&gt;
** '''INFA''' or '''INFA1''' - [[Inferno: Alliance]]&lt;br /&gt;
** '''INFA2''' - The sequel to Inferno: Alliance&lt;br /&gt;
** '''INFR1''' - [[Inferno Release 1]]&lt;br /&gt;
** '''INFASA''' - Inferno: Alliance Standalone&lt;br /&gt;
** '''INF SCP''' - Inferno SCP&lt;br /&gt;
* '''ITDoH''' - Into The Depths of Hell&lt;br /&gt;
* '''ITHOV''' - Into the Halls of Valhalla&lt;br /&gt;
* '''JAD''' - [[Just Another Day]]&lt;br /&gt;
** '''JAD2''' - [[Just Another Day 2: Electric Boogaloo]]&lt;br /&gt;
** '''JAD3''' - [[Just Another Day 3: Shivans on a Plane]]&lt;br /&gt;
* '''JtEP''' - The Journey to Epsilon Pegasi&lt;br /&gt;
* '''LM''' - The Lightning Marshal&lt;br /&gt;
* '''MT''' - Machina Terra&lt;br /&gt;
* '''MG''' - Mind Games&lt;br /&gt;
* '''NTV''' - [[Neo-Terra Victorious]]&lt;br /&gt;
* '''OTT''' - [[Over the Top]]&lt;br /&gt;
* '''PI''' - [[The Procyon Insurgency]]&lt;br /&gt;
* '''RR''' - Renegade Resurgence&lt;br /&gt;
* '''SA''' - The Scroll of Antankharzim&lt;br /&gt;
* '''SGWP2''' - [[The Second Great War Part II]]&lt;br /&gt;
* '''SoL''' - [[Shadows of Lylat]]&lt;br /&gt;
* '''SWC''' - Star Wars Conversion&lt;br /&gt;
** '''FotG''' - [[Fate of the Galaxy]]&lt;br /&gt;
* '''TAP''' - [[The Apocalypse Project]]&lt;br /&gt;
* '''TBP''' - [[The Babylon Project]]&lt;br /&gt;
** '''TBP:RW''' or '''RW''' - [[Raider Wars]]&lt;br /&gt;
** '''TBP:FH''' or '''FH''' - [[Fortune Hunters]]&lt;br /&gt;
* '''TI''' - Twisted Infinities&lt;br /&gt;
* '''TotT''' or '''ToT''' - Teeth of the Tiger&lt;br /&gt;
* '''TS''' - Technological Superiority&lt;br /&gt;
* '''TTP''' - The Titan Project&lt;br /&gt;
* '''TVWP''' - [[Terran-Vasudan War Project]]&lt;br /&gt;
* '''WCS''' - [[Wing Commander Saga]]&lt;br /&gt;
* '''WoD''' - [[Wings of Dawn]]&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
The following is a list of some terms commonly seen on multiplayer chat screens.&lt;br /&gt;
* '''AI''' - Artificial Intelligence. This refers to any computer-controlled ship.&lt;br /&gt;
* '''Coop''' - Cooperative game. All players are on the same side and work together to accomplish the mission objectives.&lt;br /&gt;
* '''Dogfight''' or '''DF''' - A free-for-all type of game, essentially the Deathmatch of FreeSpace. All players are on their own and fight for survival.&lt;br /&gt;
* '''EMP''' - The EMP missile&lt;br /&gt;
* '''Fire''' - The Infyrno missile&lt;br /&gt;
* '''Fish''' - The Piranha missile&lt;br /&gt;
* '''Lag''' - Latency. This refers to the &amp;quot;jumpiness&amp;quot; in a multiplayer game due to slow Internet connections. FreeSpace has always had a lag problem, and even modern, high-speed connections have trouble hosting and playing online FreeSpace games. Can be greatly mitigated by having all players set their &amp;quot;Object Update&amp;quot; setting to Low.&lt;br /&gt;
* '''Lag bombing''' - Double-linking your secondary slot, firing, then quickly switching to your other secondary slot and firing it. Continue cycling and firing secondary slots until the server finally updates and you must wait to reload. This is often outlawed in multiplayer games.&lt;br /&gt;
* '''Lag loading''' or '''Tab loading''' - An exploit that allows a player to load their ship with weapons that it is unable to carry by default, such as the Helios on a Perseus. This is achieved by first selecting the weapon in question with the mouse button, keeping it selected while using the Tab key to switch to the Ship Selection screen, moving the cursor over the bank where the weapon is to be loaded, and finally pressing the Tab key one more time to change back to the Weapons Loadout screen and letting go of the mouse button just as the screen changes. The server will still think that you have your old ship selected, so its weapons permissions will not update in time to prevent you from loading something illegal. This is usually discouraged in multiplayer and considered cheating, but some multiplayer maps were actually made to accommodate this tactic. Lag loading is also possible in single-player. Contrary to popular belief, does not have anything to do with lag, nor is it harder to do in single player.&lt;br /&gt;
*'''Lock/Unlock''' - Refers to the &amp;quot;Lock&amp;quot; button on the mission briefing screen. The host (or in TvT game, team captains) have to click the &amp;quot;Lock&amp;quot; button to allow other pilots/wingmates to make ship/loadout changes. &lt;br /&gt;
*'''Low''' - Setting &amp;quot;Object Updates&amp;quot; in the Multiplayer tab of FreeSpace 2's options to &amp;quot;Low&amp;quot;. This is the preferred setting for MP clients. The &amp;quot;Low&amp;quot; setting limits the connection bit rate between the MP host and the client in order to make the game run smoother for everyone.&lt;br /&gt;
* '''Quick jumping''' - A technique that involves all players in the Briefing menu to commit in order for the host to end the mission without needing to host again. It is usually used to give players not yet playing an opportunity to join the game instead of needing to wait for another match.&lt;br /&gt;
*'''TvT''' - Team versus Team game. The players are divided into two sides and fight for supremacy.&lt;br /&gt;
&lt;br /&gt;
==Terms related to modelling==&lt;br /&gt;
*'''Greeble''' - Small piece of detail which serve no other purpose only to make a ship look better.&lt;br /&gt;
*'''[[HTL]]''' - Hardware Transformation &amp;amp; Lighting. This abbreviation has since mutated into shorthand for any user-created high-polygon ship, or generally any retail ship with extra details added by the community.&lt;br /&gt;
*'''LOD''' - Level of Detail. The further you get away from a ship, the less detailed it will be rendered.&lt;br /&gt;
*'''Multi-part turret''' - A multi-part turret is, in a word, a turret with one, two or three barrels.&lt;br /&gt;
*'''Single-part turret''' - A single-part turret, is, in a word, a turret without any barrels.&lt;br /&gt;
*'''TrueView''' - A plugin utility for [[trueSpace]]. Ideal for building hierarchy. However, not a must.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Various_Terms&amp;diff=46050</id>
		<title>Various Terms</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Various_Terms&amp;diff=46050"/>
		<updated>2017-03-28T15:34:52Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: /* Designation Suffixes */ I think &amp;quot;gunship&amp;quot; is used often enough to qualify for this list.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article lists down the '''various terms, abbreviations, and other jargon''' used by official FreeSpace sources as well as the FreeSpace community.&lt;br /&gt;
&lt;br /&gt;
==Official Terminology==&lt;br /&gt;
===General===&lt;br /&gt;
* '''[[FRED]]''' - FReespace EDitor.  The program created by Volition to make the mission and campaigns for both FreeSpace games.  Released to the public along with said games.&lt;br /&gt;
* '''[[Portal:FreeSpace 2|FS2]]''' - FreeSpace 2. The second game of the series.&lt;br /&gt;
&lt;br /&gt;
===File extensions===&lt;br /&gt;
These are FreeSpace-related extensions only.&lt;br /&gt;
*.ani - Animation files such as explosions&lt;br /&gt;
*.fc2 - FreeSpace 2 campaign&lt;br /&gt;
*.fs2 - FreeSpace 2 mission&lt;br /&gt;
*.fsm - FreeSpace 1 mission&lt;br /&gt;
*.pof - Model files with additional gameplay-related information like position of subsystems, turrets, etc.&lt;br /&gt;
*[[.tbl]] - Table file&lt;br /&gt;
*[[.tbm]] - Modular table&lt;br /&gt;
*.vp - Volition Pack files&lt;br /&gt;
&lt;br /&gt;
===In-game Terminology===&lt;br /&gt;
*'''ETS''' - [[Energy Transfer System]]&lt;br /&gt;
*'''HUD''' - Heads-up Display. The interface the player uses while flying.&lt;br /&gt;
*'''Subsystem''' - Targetable and destroyable systems of a ship, e.g. radars, engines.&lt;br /&gt;
*'''TSM''' - Training Simulator Module&lt;br /&gt;
&lt;br /&gt;
====Designation Prefixes====&lt;br /&gt;
* '''GT_''' - [[Galactic Terran Alliance|Galactic Terran]]&lt;br /&gt;
* '''NT_''' - [[Neo-Terran Front|Neo-Terran]]&lt;br /&gt;
* '''GV_''' - Galactic Vasudan&lt;br /&gt;
* '''PV_''' - [[Parliamentary Vasudan Empire|Parliamentary Vasudan]]&lt;br /&gt;
* '''GTV_''' - [[Galactic Terran-Vasudan Alliance|Galactic Terran-Vasudan]]&lt;br /&gt;
* '''S_'''  - [[Shivans|Shivan]]&lt;br /&gt;
&lt;br /&gt;
====Designation Suffixes====&lt;br /&gt;
* '''_A''' - [[Advanced Warning And Control System|AWACS]]&lt;br /&gt;
* '''_B''' - Bomber&lt;br /&gt;
* '''_C''' - Cruiser&lt;br /&gt;
* '''_Cv''' - Corvette&lt;br /&gt;
* '''_D''' - [[Destroyer]]&lt;br /&gt;
* '''_Dr''' - Drone&lt;br /&gt;
* '''_EP''' - Escape Pod&lt;br /&gt;
* '''_F''' - Fighter&lt;br /&gt;
* '''_Fr''' - Freighter&lt;br /&gt;
* '''_G''' - Gas Miner&lt;br /&gt;
* '''_I''' - Installation&lt;br /&gt;
* '''_J''' - [[Juggernaut]]&lt;br /&gt;
* '''_M''' - Medical Ship or Missile&lt;br /&gt;
* '''_NB''' - Navigation Buoy&lt;br /&gt;
* '''_S''' - Support Ship&lt;br /&gt;
* '''_SC''' - Science Cruiser&lt;br /&gt;
* '''_SG''' - Sentry Gun&lt;br /&gt;
* '''_T''' - Transport&lt;br /&gt;
* '''_W''' - Weapon ([[Weapon Comparison (FS1)|FreeSpace 1]])([[Weapon Comparison (FS2)|FreeSpace 2]])&lt;br /&gt;
&lt;br /&gt;
===Fighter Units and Roles===&lt;br /&gt;
*'''Wing''' - A unit of fightercraft, varying in size from one to six ships. The normal number is four. Ships of a wing are labelled by their wing name and a number (i.e. Alpha 1, Alpha 2, and so on). The GTVA uses the Greek alphabet for its wings and the signs of the zodiac for hostile wings. In FS1, Shivan wings were named after Hindu gods. Wing labels are also sometimes used for groups of larger and similar vessels.&lt;br /&gt;
*'''Squadron''' - Refers to an organized group of pilots. The [[242nd Suicide Kings]] and [[203rd Scorpions]] are two examples.&lt;br /&gt;
*'''Stealth Recon''' - Fighters that specialize in infiltrating hostile territory and acquiring information without being detected. The [[GTF Pegasus|GTF ''Pegasus'']] and the [[GVF Ptah|GVF ''Ptah'']] are the only canon stealth fighters.&lt;br /&gt;
*'''Interceptor''' - A fighter role that aims at the destruction of hostile fighters and bombers. Interceptors are fast and agile, but are weakly shielded and armored.&lt;br /&gt;
*'''Space Superiority''' - A versatile fighter role that is capable in all sorts of roles, except for bombing. A celebrated example of a Space Superiority fighter is the [[GTF Myrmidon|GTF ''Myrmidon'']]&lt;br /&gt;
*'''Heavy Assault''' - Heavy Assault fighters have tremendous secondary capacity, heavy shielding and armoring at the expense of speed and maneuverability&lt;br /&gt;
*'''Bomber''' - A bomber is a very heavy craft that specializes in carrying bombs. They attack freighter-size ship and above. Bombers are very slow and easily taken down without fighter escorts. Bombers are further categorized into light, medium, and heavy bombers.&lt;br /&gt;
&lt;br /&gt;
===Ship Types===&lt;br /&gt;
* '''Cruiser''' - Smallest combatant capital craft classification. Cruisers are at least several times the size of a fighter or bomber and possess mainly antifighter weaponry, with one or two (or in the case of the [[SC Rakshasa|SC ''Rakshasa'']], three) anticapital weapons. The defensive fire of a cruiser is rarely capable of stopping a determined bomber wing, and most are vulnerable to even a well-handled lone fighter. Unable to carry fighters. Canonical examples include the [[GTC Fenris|''Fenris'']] and the [[GTC Leviathan|''Leviathan'']]. In FS1, cruisers were deployed for both offensive and defensive tasks by all sides to any situation not requiring the attention of a destroyer. In FS2 Shivan cruisers are often deployed in mainline antiship and strike roles, while GTVA cruisers tend to be used as escorts and patrol craft.&lt;br /&gt;
* '''Corvette''' - Middle ground combatant capital craft, falling between the cruiser and the destroyer in size and capablity. Equipped with between two and four anticapital weapons and considerably more impressive antifighter armament than a cruiser. Corvettes are capable of defending themselves adequately against a small number of enemy fighters or bombers. With the exception of the [[SCv Moloch|SCv ''Moloch'']], corvettes are unable to carry fighters of their own. Corvettes appear to handle most of the antiship and strike duties for the GTVA fleet; Shivan corvettes are extremely rare and have only been deployed against GTVA destroyers canonically. Whether this is their role or not is guesswork.&lt;br /&gt;
* '''Destroyer''' - Large combatant capital craft, combining the functions of destroying enemy ships and transporting fighters. Destroyers vary wildly in armament and effectiveness against different types of targets. They will have at least one heavy-calibur anticapital weapon and probably several more, plus a number of cruiser-corvette anticapital weapons. Destroyers tend to need fighter cover more than corvettes; some of them actually mount fewer antifighter weapons, and all have much larger amounts of surface area that needs to be defended. Any situation with the direct involvement of a destroyer-class ship is by definition serious.&lt;br /&gt;
* '''Frigate''' - Semi-canonical ship class, both the Hippocrates and the Iceni have been referred to as frigates; the normally accepted role of a frigate is that of a pocket destroyer, lacking a fighterbay and fighter support facilities/crews enabling the ship to be shrunk down to only slightly bigger than a corvette.&lt;br /&gt;
* '''Superdestroyer''' - Bigger, meaner, and tougher than a destroyer, yet too small for the juggernaut classification; first applied well before the juggernaut classification came into existence. Only the [[GTD Hades|''Hades'']] and [[SD Lucifer|''Lucifer'']] have canonically been given this classification. The nature of the canonical superdestroyers was such that any appearance by them indicates ''the'' major effort by the controlling side. Their success is often decisive for that system, while their failure is a blow that is difficult to recover from.&lt;br /&gt;
* '''Juggernaut''' - The pinnacle of combatant capital craft, a juggernaut is capable of making mincemeat out of an enemy fleet singlehanded and is superbly equipped to combat other capital craft. Due to its large surface area its defenses against fightercraft attack are generally somewhat thinly spread, but a juggernaut's sheer ability to absorb damage means that only another juggernaut or a mass attack by corvettes and destroyers is capable of destroying one in anything like a timely manner. Only the [[SJ Sathanas|SJ ''Sathanas'']] has canonically been given this classification, though the ''Colossus'' could also be classified as juggernaut. The presence of a juggernaut, like a superdestroyer, indicates the controlling side considers the mission absolutely essential; decisive for the system if not the campaign or the entire war.&lt;br /&gt;
* '''Installation''' - A space station, described as &amp;quot;installation&amp;quot; because of its size, self-sufficiency, and permanence. The only installation classes canonically known are the [[GTI Arcadia|Arcadia]] and [[GTI Ganymede|Ganymede]]. The [[Galactic Terran-Vasudan Alliance|GTVA's]] naming system for installations generally includes something indicating their nature. Installation Riveria, Tombaugh Station, [[Enif Station]], and the Vega Installation are examples.&lt;br /&gt;
&lt;br /&gt;
===Other Ship Types===&lt;br /&gt;
*'''Transport''' - Primarily used for transporting personnel. Sometimes used to transport marines in boarding a warship, as seen in the capture of a Shivan cruiser. However, it may also be used for repair purposes and evacuation. Transports are designed with minimal defenses and have to be escorted at all times to ensure survival.&lt;br /&gt;
*'''Freighter''' - Freighters carry important cargo and usually mount a few anti-fighter turrets. The largest canonical freighter is the [[GTFr Triton]].&lt;br /&gt;
*'''Gas miner''' - Used primarily to retrieve and transport nebular gas. Because of their often volatile contents, gas miners have an explosion yield far larger than ships of comparable size. The [[GTG Zephyrus]], [[GVG Anuket]], and [[SSG Rahu]] are the only three examples of gas miners.&lt;br /&gt;
*'''AWACS''' - AWACS vessels are primarily used for the expansion of radar detection in systems. Secondary purposes including jamming communications and detecting ships that are invisible to normal sensors. The [[GTA Charybdis]] and [[GVA Setekh]] are the only two examples of this classification.&lt;br /&gt;
*'''Escape Pod''' - The [[GTEP Hermes]] and [[GVEP Ra]] carry out this role. Escape pods are primarily for escape purposes, and are deployed from capital ships on the verge of destruction to save its crew and officers.&lt;br /&gt;
&lt;br /&gt;
===Unique Ship Types===&lt;br /&gt;
*'''Medical Ship''' - Only the [[GTM Hippocrates]] carries this role. Primarily used to house patients under medical care, it is also used to evacuate refugees.&lt;br /&gt;
*'''Science Cruiser''' - Only the [[GTSC Faustus]] carries out this role. The Faustus appears to be tasked as a civilian science research vessel, but is also used by the military in times of war for weapons research. Science cruisers mount very few defenses and are therefore vulnerable to any form of assault.&lt;br /&gt;
&lt;br /&gt;
===Others found in ships.tbl that are not classified as ships===&lt;br /&gt;
*'''Cargo Container''' - Carried by freighters. Cargo containers are unarmed and vulnerable to even fighter attack, and can only move via freighters.&lt;br /&gt;
*'''Sentry Gun''' - A small, vulnerable structure mounting one or more primary weapons. The largest of these is the [[GTSG Mjolnir]], which mounts a beam cannon. Oddly, Shivan sentry guns are rarely encountered in the FreeSpace 2 campaign.&lt;br /&gt;
*'''Knossos''' - The Knossos is an enormous subspace portal which, with its rotating components help stabilize a nearly-collapsed jump node.&lt;br /&gt;
*'''Meson Bomb''' - The [[TC-Meson Bomb]] is a remote detonation device which blasts about in a massive shockwave. The only canonical situations wherein these were deployed was in the destruction of the Knossos portal and the sealing off of the Capella jump nodes.&lt;br /&gt;
*'''Asteroid''' - Asteroids are of natural phenomenon. They are basically huge rocks in space that are harmful to even large capital ships as demonstrated in [[Rebels and Renegades]]. Asteroids may collide with capital ships and deal a severe amount of damage, but can be neutralized by primary weapons easily.&lt;br /&gt;
*'''Unknown Shivan rotating device''' - Known as the [[Shivan Comm Node]] in the editor, there has been no canonical description of the device as information regarding it is classified Level Omega. However, its name implies that it may be a kind of communication device of the Shivans.&lt;br /&gt;
&lt;br /&gt;
===Special objects found in ships.tbl===&lt;br /&gt;
*'''SpaceHunk''' - The [[SpaceHunk]] is never used in the main FS2 campaign. It appears to be a large piece of debris from an [[SJ Sathanas]] juggernaut.&lt;br /&gt;
*'''SJD Sathanas''' - The [[SJD Sathanas]] is a small, triangular object that is used to represent a distant Sathanas juggernaut in [[Into the Lion's Den]] and all missions from [[Dunkerque]] onwards.&lt;br /&gt;
*'''Volition Bravos''' - The [[Volition Bravos]] is an easter egg that can be summoned onto the field using a cheat. It resembles a pirate ship manned by members of the Volition, Inc. staff. Although the Volition Bravos mounts nothing more than a few flak cannons and turret lasers, it is nearly impossible to destroy due to its incredibly high hitpoint count of ten billion.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*'''Aspect-seeking''' - A type of secondary that must acquire a lock to track the target. See [[GTM Harpoon]].&lt;br /&gt;
*'''Countermeasure''' or '''CM''' - An anti-missile defensive mechanism for fighter-sized craft.&lt;br /&gt;
*'''Dumbfire''' - Secondary weapons cannot acquire any kind of lock on the target. See [[GTM Tempest]].&lt;br /&gt;
*'''Heat-seeking''' - A type of secondary weapon that acquires instant lock on the nearest target and chases it until it gets out of its cone.&lt;br /&gt;
*'''Primary''' - Primary weapons in ''FreeSpace'' are energy-based lasers.&lt;br /&gt;
*'''Secondary''' - Secondary weapons in ''FreeSpace'' are missiles and bombs.&lt;br /&gt;
*'''Turret laser''' - Primary weapons found on capital ships, transports, and freighters. An example would be the [[Terran Turret]]. See also '''blob turret'''.&lt;br /&gt;
*'''Anti-fighter beam''' - Small beam weapons on ships at least cruiser-sized. They are used to fire at enemy fighters and bombers, but can also provide fire support against small capital ships.&lt;br /&gt;
*'''Anti-capital beam''' - Beam weapons are the main armament of capital ships. They range from small such as the [[SGreen]], to large such as the [[BGreen]] and the juggernaut-scale [[BFGreen]].&lt;br /&gt;
*'''Slash beam''' - Beams which are used to sweep ships clean of subsystems. Only Terran and Vasudan warships arm these beam weapons.&lt;br /&gt;
*'''Swarm missile''' - Swarm missiles are secondary weapons that are fired in multiple numbers. See [[GTM Hornet]]&lt;br /&gt;
&lt;br /&gt;
==Fan Terminology==&lt;br /&gt;
===In-game Terminology===&lt;br /&gt;
====Designation Prefixes====&lt;br /&gt;
* '''A_'''   - [[Ancients|Ancient]]&lt;br /&gt;
* '''HL_'''  - [[Hammer of Light]]&lt;br /&gt;
&lt;br /&gt;
====Designation Suffixes====&lt;br /&gt;
* '''_BS''' or '''_Bs''' or '''BB''' - Battleship&lt;br /&gt;
* '''_Ca''' - Carrier&lt;br /&gt;
* '''_Dn''' - Dreadnaught&lt;br /&gt;
* '''_Fg''' - Frigate&lt;br /&gt;
* '''_Ff''' - Frigate&lt;br /&gt;
* '''_Gs''' - Gunship&lt;br /&gt;
* '''_H''' - Hive&lt;br /&gt;
* '''_SD''' - Superdestroyer&lt;br /&gt;
* '''_SJ''' - Super Juggernaut&lt;br /&gt;
* '''_TB''' - Tactical Bomber&lt;br /&gt;
&lt;br /&gt;
===Ship Types===&lt;br /&gt;
* '''Carrier''' - Ship of any size whose primary purpose is to carry fightercraft, whether directly into combat or standing off and lending fightercraft support to ongoing operations as needed. &lt;br /&gt;
* '''Dreadnought''' - Generally understood to be a destroyer-sized craft, but built for the sole purpose of ship-to-ship combat and lacking a fighterbay or supporting a very limited number of fighters purely for self-defense.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* '''162''' - The Phoenix sub-forum on the Hard Light Productions Forums.&lt;br /&gt;
* '''AAA''' - Anti-fighter beam cannon(s)&lt;br /&gt;
* '''AB''' - Afterburner(s)&lt;br /&gt;
* '''Blob turret''' - A primary weapon-based, warship-mounted turret. The [[Terran Turret]] is an example.&lt;br /&gt;
* '''CM''' - Countermeasure&lt;br /&gt;
* '''CB''' - Command Briefing&lt;br /&gt;
* '''CBAnim''' - Command Briefing animation&lt;br /&gt;
* '''Colly''' - The [[GTVA Colossus|GTVA ''Colossus'']]&lt;br /&gt;
* '''FA''' - FRED Academy&lt;br /&gt;
* '''F2S''' - FreeSpace 2 Sector&lt;br /&gt;
* '''[[Portal:FreeSpace 1|FS1]]''' - Descent: FreeSpace&amp;amp;mdash;The Great War. Also called Conflict: FreeSpace&amp;amp;mdash;The Great War in Europe. The first game of the series.&lt;br /&gt;
* '''FS2_Open''' or '''FSO''' - The open source version of FreeSpace 2&lt;br /&gt;
* '''FS2NetD''' - FS2 Network Game Monitor; utility used to monitor FS2 network games being operated on the FS2Net servers.&lt;br /&gt;
* '''FS3''' - [[FreeSpace 3]], the theoretical sequel to FreeSpace 2&lt;br /&gt;
* '''GOG''' or '''GoG''' - Good Old Games. A digital distribution website that sells copies of FreeSpace 2.  See [[Getting FreeSpace]].&lt;br /&gt;
* '''GW''' - Game-Warden&lt;br /&gt;
* '''Hattie''' - The [[GVD Hatshepsut|GVD ''Hatshepsut'']]&lt;br /&gt;
* '''HLP''' - Hard Light Productions&lt;br /&gt;
* '''HOTU''' - Home of the Underdogs. This website used to host a stripped-down version of FreeSpace 2.&lt;br /&gt;
* '''Lucy''' - The [[SD Lucifer|SD ''Lucifer'']]&lt;br /&gt;
* '''MediaVP''' or '''MVP''' - VP files with graphical enhancements for FreeSpace Open&lt;br /&gt;
* '''Retail''' - The original version of FreeSpace 2, as released by Volition in 1999, plus the official patches. (=not FreeSpace Open). ''Retail'' may also be used to refer to an official campaign, depending on context.&lt;br /&gt;
* '''RTB''' - Return to Base. Used to refer to the directive that tells the player to return to base.&lt;br /&gt;
* '''SCP''' - Source Code Project.  The people responsible for creating, maintaining and debugging FS2_Open.&lt;br /&gt;
* '''SEXP''' - Symbolic EXPressions.  Special function strings within FRED that allow for complex mission objectives and other things to be carried out by a mission bulider.&lt;br /&gt;
* '''SG''' - Sectorgame. This website hosts the FreeSpace 2 Sector.&lt;br /&gt;
* '''ST''' - [[Silent Threat]]&lt;br /&gt;
* '''TC''' - Total Conversion. See [[Total conversions]]&lt;br /&gt;
* '''V''' or '''[V]''' - [[Volition]], Inc., the developer of FreeSpace and FreeSpace 2.&lt;br /&gt;
* '''VBB''' - Volition Bulletin Board.  The boards Volition maintained as a centre for the FS community.  Now defunct.&lt;br /&gt;
* '''VW''' - Volition Watch, developer fansite covering the FreeSpace, Red Faction and Summoner series. Awaiting demolition.&lt;br /&gt;
* '''Zod''' - A term used to describe [[Vasudans]]. Derived from Zodiac because their fighter wings were designated based on them in FS1. The term has been coined by Eishtmo.&lt;br /&gt;
&lt;br /&gt;
===Campaign Abbreviations===&lt;br /&gt;
:'''''This list is incomplete and not necessarily up-to-date. See also: [[Narwhal's Campaign List]]'''''&lt;br /&gt;
* '''158''' - The 158th Banshee Squadron&lt;br /&gt;
* '''AA''' - Aeos Affair&lt;br /&gt;
* '''AAB''' - Ascension and Beyond&lt;br /&gt;
* '''AG''' - [[Alcibiades' Gamble]]&lt;br /&gt;
* '''AHTW''' - All Hands to War&lt;br /&gt;
* '''AotD''' - Angels of the Damned&lt;br /&gt;
* '''[[ASW]]''' - The [[Ancient-Shivan War (campaign)|Ancient-Shivan War]]&lt;br /&gt;
* '''BP''' - [[Blue Planet]]&lt;br /&gt;
** '''BP:AoA''' or '''AoA''' - [[Blue Planet: Age of Aquarius]]&lt;br /&gt;
** '''BP:WiH''' or '''WiH''' - [[Blue Planet: War in Heaven]]&lt;br /&gt;
* '''BtRL''' - [[Beyond the Red Line]]&lt;br /&gt;
* '''BWO''' - [[Blackwater Operations]]&lt;br /&gt;
* '''CoW''' - Casualties of War&lt;br /&gt;
* '''CoS''', '''Nukemod-CoS''' or '''Nukemod''' - [[Nukemod|Nukemod - Children of Shiva]]&lt;br /&gt;
* '''CtS''' - [[Crossing the Styx]]&lt;br /&gt;
* '''DEM''' - [[Deus Ex Machina]]&lt;br /&gt;
* '''FSPort''' - [[FreeSpace Port]]&lt;br /&gt;
** '''ST:R''' - [[Silent Threat: Reborn]]&lt;br /&gt;
* '''FSU''' - The FreeSpace Upgrade Project&lt;br /&gt;
* '''INF''' - [[Inferno]]. This may refer to any Inferno mod.&lt;br /&gt;
** '''INFA''' or '''INFA1''' - [[Inferno: Alliance]]&lt;br /&gt;
** '''INFA2''' - The sequel to Inferno: Alliance&lt;br /&gt;
** '''INFR1''' - [[Inferno Release 1]]&lt;br /&gt;
** '''INFASA''' - Inferno: Alliance Standalone&lt;br /&gt;
** '''INF SCP''' - Inferno SCP&lt;br /&gt;
* '''ITDoH''' - Into The Depths of Hell&lt;br /&gt;
* '''ITHOV''' - Into the Halls of Valhalla&lt;br /&gt;
* '''JAD''' - [[Just Another Day]]&lt;br /&gt;
** '''JAD2''' - [[Just Another Day 2: Electric Boogaloo]]&lt;br /&gt;
** '''JAD3''' - [[Just Another Day 3: Shivans on a Plane]]&lt;br /&gt;
* '''JtEP''' - The Journey to Epsilon Pegasi&lt;br /&gt;
* '''LM''' - The Lightning Marshal&lt;br /&gt;
* '''MT''' - Machina Terra&lt;br /&gt;
* '''MG''' - Mind Games&lt;br /&gt;
* '''NTV''' - [[Neo-Terra Victorious]]&lt;br /&gt;
* '''OTT''' - [[Over the Top]]&lt;br /&gt;
* '''PI''' - [[The Procyon Insurgency]]&lt;br /&gt;
* '''RR''' - Renegade Resurgence&lt;br /&gt;
* '''SA''' - The Scroll of Antankharzim&lt;br /&gt;
* '''SGWP2''' - [[The Second Great War Part II]]&lt;br /&gt;
* '''SoL''' - [[Shadows of Lylat]]&lt;br /&gt;
* '''SWC''' - Star Wars Conversion&lt;br /&gt;
** '''FotG''' - [[Fate of the Galaxy]]&lt;br /&gt;
* '''TAP''' - [[The Apocalypse Project]]&lt;br /&gt;
* '''TBP''' - [[The Babylon Project]]&lt;br /&gt;
** '''TBP:RW''' or '''RW''' - [[Raider Wars]]&lt;br /&gt;
** '''TBP:FH''' or '''FH''' - [[Fortune Hunters]]&lt;br /&gt;
* '''TI''' - Twisted Infinities&lt;br /&gt;
* '''TotT''' or '''ToT''' - Teeth of the Tiger&lt;br /&gt;
* '''TS''' - Technological Superiority&lt;br /&gt;
* '''TTP''' - The Titan Project&lt;br /&gt;
* '''TVWP''' - [[Terran-Vasudan War Project]]&lt;br /&gt;
* '''WCS''' - [[Wing Commander Saga]]&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
The following is a list of some terms commonly seen on multiplayer chat screens.&lt;br /&gt;
* '''AI''' - Artificial Intelligence. This refers to any computer-controlled ship.&lt;br /&gt;
* '''Coop''' - Cooperative game. All players are on the same side and work together to accomplish the mission objectives.&lt;br /&gt;
* '''Dogfight''' or '''DF''' - A free-for-all type of game, essentially the Deathmatch of FreeSpace. All players are on their own and fight for survival.&lt;br /&gt;
* '''EMP''' - The EMP missile&lt;br /&gt;
* '''Fire''' - The Infyrno missile&lt;br /&gt;
* '''Fish''' - The Piranha missile&lt;br /&gt;
* '''Lag''' - Latency. This refers to the &amp;quot;jumpiness&amp;quot; in a multiplayer game due to slow Internet connections. FreeSpace has always had a lag problem, and even modern, high-speed connections have trouble hosting and playing online FreeSpace games. Can be greatly mitigated by having all players set their &amp;quot;Object Update&amp;quot; setting to Low.&lt;br /&gt;
* '''Lag bombing''' - Double-linking your secondary slot, firing, then quickly switching to your other secondary slot and firing it. Continue cycling and firing secondary slots until the server finally updates and you must wait to reload. This is often outlawed in multiplayer games.&lt;br /&gt;
* '''Lag loading''' or '''Tab loading''' - An exploit that allows a player to load their ship with weapons that it is unable to carry by default, such as the Helios on a Perseus. This is achieved by first selecting the weapon in question with the mouse button, keeping it selected while using the Tab key to switch to the Ship Selection screen, moving the cursor over the bank where the weapon is to be loaded, and finally pressing the Tab key one more time to change back to the Weapons Loadout screen and letting go of the mouse button just as the screen changes. The server will still think that you have your old ship selected, so its weapons permissions will not update in time to prevent you from loading something illegal. This is usually discouraged in multiplayer and considered cheating, but some multiplayer maps were actually made to accommodate this tactic. Lag loading is also possible in single-player. Contrary to popular belief, does not have anything to do with lag, nor is it harder to do in single player.&lt;br /&gt;
*'''Lock/Unlock''' - Refers to the &amp;quot;Lock&amp;quot; button on the mission briefing screen. The host (or in TvT game, team captains) have to click the &amp;quot;Lock&amp;quot; button to allow other pilots/wingmates to make ship/loadout changes. &lt;br /&gt;
*'''Low''' - Setting &amp;quot;Object Updates&amp;quot; in the Multiplayer tab of FreeSpace 2's options to &amp;quot;Low&amp;quot;. This is the preferred setting for MP clients. The &amp;quot;Low&amp;quot; setting limits the connection bit rate between the MP host and the client in order to make the game run smoother for everyone.&lt;br /&gt;
* '''Quick jumping''' - A technique that involves all players in the Briefing menu to commit in order for the host to end the mission without needing to host again. It is usually used to give players not yet playing an opportunity to join the game instead of needing to wait for another match.&lt;br /&gt;
*'''TvT''' - Team versus Team game. The players are divided into two sides and fight for supremacy.&lt;br /&gt;
&lt;br /&gt;
==Terms related to modelling==&lt;br /&gt;
*'''Greeble''' - Small piece of detail which serve no other purpose only to make a ship look better.&lt;br /&gt;
*'''[[HTL]]''' - Hardware Transformation &amp;amp; Lighting. This abbreviation has since mutated into shorthand for any user-created high-polygon ship, or generally any retail ship with extra details added by the community.&lt;br /&gt;
*'''LOD''' - Level of Detail. The further you get away from a ship, the less detailed it will be rendered.&lt;br /&gt;
*'''Multi-part turret''' - A multi-part turret is, in a word, a turret with one, two or three barrels.&lt;br /&gt;
*'''Single-part turret''' - A single-part turret, is, in a word, a turret without any barrels.&lt;br /&gt;
*'''TrueView''' - A plugin utility for [[trueSpace]]. Ideal for building hierarchy. However, not a must.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Various_Terms&amp;diff=46049</id>
		<title>Various Terms</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Various_Terms&amp;diff=46049"/>
		<updated>2017-03-28T15:31:49Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: I'm pretty sure freighters ARE classified as ships.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article lists down the '''various terms, abbreviations, and other jargon''' used by official FreeSpace sources as well as the FreeSpace community.&lt;br /&gt;
&lt;br /&gt;
==Official Terminology==&lt;br /&gt;
===General===&lt;br /&gt;
* '''[[FRED]]''' - FReespace EDitor.  The program created by Volition to make the mission and campaigns for both FreeSpace games.  Released to the public along with said games.&lt;br /&gt;
* '''[[Portal:FreeSpace 2|FS2]]''' - FreeSpace 2. The second game of the series.&lt;br /&gt;
&lt;br /&gt;
===File extensions===&lt;br /&gt;
These are FreeSpace-related extensions only.&lt;br /&gt;
*.ani - Animation files such as explosions&lt;br /&gt;
*.fc2 - FreeSpace 2 campaign&lt;br /&gt;
*.fs2 - FreeSpace 2 mission&lt;br /&gt;
*.fsm - FreeSpace 1 mission&lt;br /&gt;
*.pof - Model files with additional gameplay-related information like position of subsystems, turrets, etc.&lt;br /&gt;
*[[.tbl]] - Table file&lt;br /&gt;
*[[.tbm]] - Modular table&lt;br /&gt;
*.vp - Volition Pack files&lt;br /&gt;
&lt;br /&gt;
===In-game Terminology===&lt;br /&gt;
*'''ETS''' - [[Energy Transfer System]]&lt;br /&gt;
*'''HUD''' - Heads-up Display. The interface the player uses while flying.&lt;br /&gt;
*'''Subsystem''' - Targetable and destroyable systems of a ship, e.g. radars, engines.&lt;br /&gt;
*'''TSM''' - Training Simulator Module&lt;br /&gt;
&lt;br /&gt;
====Designation Prefixes====&lt;br /&gt;
* '''GT_''' - [[Galactic Terran Alliance|Galactic Terran]]&lt;br /&gt;
* '''NT_''' - [[Neo-Terran Front|Neo-Terran]]&lt;br /&gt;
* '''GV_''' - Galactic Vasudan&lt;br /&gt;
* '''PV_''' - [[Parliamentary Vasudan Empire|Parliamentary Vasudan]]&lt;br /&gt;
* '''GTV_''' - [[Galactic Terran-Vasudan Alliance|Galactic Terran-Vasudan]]&lt;br /&gt;
* '''S_'''  - [[Shivans|Shivan]]&lt;br /&gt;
&lt;br /&gt;
====Designation Suffixes====&lt;br /&gt;
* '''_A''' - [[Advanced Warning And Control System|AWACS]]&lt;br /&gt;
* '''_B''' - Bomber&lt;br /&gt;
* '''_C''' - Cruiser&lt;br /&gt;
* '''_Cv''' - Corvette&lt;br /&gt;
* '''_D''' - [[Destroyer]]&lt;br /&gt;
* '''_Dr''' - Drone&lt;br /&gt;
* '''_EP''' - Escape Pod&lt;br /&gt;
* '''_F''' - Fighter&lt;br /&gt;
* '''_Fr''' - Freighter&lt;br /&gt;
* '''_G''' - Gas Miner&lt;br /&gt;
* '''_I''' - Installation&lt;br /&gt;
* '''_J''' - [[Juggernaut]]&lt;br /&gt;
* '''_M''' - Medical Ship or Missile&lt;br /&gt;
* '''_NB''' - Navigation Buoy&lt;br /&gt;
* '''_S''' - Support Ship&lt;br /&gt;
* '''_SC''' - Science Cruiser&lt;br /&gt;
* '''_SG''' - Sentry Gun&lt;br /&gt;
* '''_T''' - Transport&lt;br /&gt;
* '''_W''' - Weapon ([[Weapon Comparison (FS1)|FreeSpace 1]])([[Weapon Comparison (FS2)|FreeSpace 2]])&lt;br /&gt;
&lt;br /&gt;
===Fighter Units and Roles===&lt;br /&gt;
*'''Wing''' - A unit of fightercraft, varying in size from one to six ships. The normal number is four. Ships of a wing are labelled by their wing name and a number (i.e. Alpha 1, Alpha 2, and so on). The GTVA uses the Greek alphabet for its wings and the signs of the zodiac for hostile wings. In FS1, Shivan wings were named after Hindu gods. Wing labels are also sometimes used for groups of larger and similar vessels.&lt;br /&gt;
*'''Squadron''' - Refers to an organized group of pilots. The [[242nd Suicide Kings]] and [[203rd Scorpions]] are two examples.&lt;br /&gt;
*'''Stealth Recon''' - Fighters that specialize in infiltrating hostile territory and acquiring information without being detected. The [[GTF Pegasus|GTF ''Pegasus'']] and the [[GVF Ptah|GVF ''Ptah'']] are the only canon stealth fighters.&lt;br /&gt;
*'''Interceptor''' - A fighter role that aims at the destruction of hostile fighters and bombers. Interceptors are fast and agile, but are weakly shielded and armored.&lt;br /&gt;
*'''Space Superiority''' - A versatile fighter role that is capable in all sorts of roles, except for bombing. A celebrated example of a Space Superiority fighter is the [[GTF Myrmidon|GTF ''Myrmidon'']]&lt;br /&gt;
*'''Heavy Assault''' - Heavy Assault fighters have tremendous secondary capacity, heavy shielding and armoring at the expense of speed and maneuverability&lt;br /&gt;
*'''Bomber''' - A bomber is a very heavy craft that specializes in carrying bombs. They attack freighter-size ship and above. Bombers are very slow and easily taken down without fighter escorts. Bombers are further categorized into light, medium, and heavy bombers.&lt;br /&gt;
&lt;br /&gt;
===Ship Types===&lt;br /&gt;
* '''Cruiser''' - Smallest combatant capital craft classification. Cruisers are at least several times the size of a fighter or bomber and possess mainly antifighter weaponry, with one or two (or in the case of the [[SC Rakshasa|SC ''Rakshasa'']], three) anticapital weapons. The defensive fire of a cruiser is rarely capable of stopping a determined bomber wing, and most are vulnerable to even a well-handled lone fighter. Unable to carry fighters. Canonical examples include the [[GTC Fenris|''Fenris'']] and the [[GTC Leviathan|''Leviathan'']]. In FS1, cruisers were deployed for both offensive and defensive tasks by all sides to any situation not requiring the attention of a destroyer. In FS2 Shivan cruisers are often deployed in mainline antiship and strike roles, while GTVA cruisers tend to be used as escorts and patrol craft.&lt;br /&gt;
* '''Corvette''' - Middle ground combatant capital craft, falling between the cruiser and the destroyer in size and capablity. Equipped with between two and four anticapital weapons and considerably more impressive antifighter armament than a cruiser. Corvettes are capable of defending themselves adequately against a small number of enemy fighters or bombers. With the exception of the [[SCv Moloch|SCv ''Moloch'']], corvettes are unable to carry fighters of their own. Corvettes appear to handle most of the antiship and strike duties for the GTVA fleet; Shivan corvettes are extremely rare and have only been deployed against GTVA destroyers canonically. Whether this is their role or not is guesswork.&lt;br /&gt;
* '''Destroyer''' - Large combatant capital craft, combining the functions of destroying enemy ships and transporting fighters. Destroyers vary wildly in armament and effectiveness against different types of targets. They will have at least one heavy-calibur anticapital weapon and probably several more, plus a number of cruiser-corvette anticapital weapons. Destroyers tend to need fighter cover more than corvettes; some of them actually mount fewer antifighter weapons, and all have much larger amounts of surface area that needs to be defended. Any situation with the direct involvement of a destroyer-class ship is by definition serious.&lt;br /&gt;
* '''Frigate''' - Semi-canonical ship class, both the Hippocrates and the Iceni have been referred to as frigates; the normally accepted role of a frigate is that of a pocket destroyer, lacking a fighterbay and fighter support facilities/crews enabling the ship to be shrunk down to only slightly bigger than a corvette.&lt;br /&gt;
* '''Superdestroyer''' - Bigger, meaner, and tougher than a destroyer, yet too small for the juggernaut classification; first applied well before the juggernaut classification came into existence. Only the [[GTD Hades|''Hades'']] and [[SD Lucifer|''Lucifer'']] have canonically been given this classification. The nature of the canonical superdestroyers was such that any appearance by them indicates ''the'' major effort by the controlling side. Their success is often decisive for that system, while their failure is a blow that is difficult to recover from.&lt;br /&gt;
* '''Juggernaut''' - The pinnacle of combatant capital craft, a juggernaut is capable of making mincemeat out of an enemy fleet singlehanded and is superbly equipped to combat other capital craft. Due to its large surface area its defenses against fightercraft attack are generally somewhat thinly spread, but a juggernaut's sheer ability to absorb damage means that only another juggernaut or a mass attack by corvettes and destroyers is capable of destroying one in anything like a timely manner. Only the [[SJ Sathanas|SJ ''Sathanas'']] has canonically been given this classification, though the ''Colossus'' could also be classified as juggernaut. The presence of a juggernaut, like a superdestroyer, indicates the controlling side considers the mission absolutely essential; decisive for the system if not the campaign or the entire war.&lt;br /&gt;
* '''Installation''' - A space station, described as &amp;quot;installation&amp;quot; because of its size, self-sufficiency, and permanence. The only installation classes canonically known are the [[GTI Arcadia|Arcadia]] and [[GTI Ganymede|Ganymede]]. The [[Galactic Terran-Vasudan Alliance|GTVA's]] naming system for installations generally includes something indicating their nature. Installation Riveria, Tombaugh Station, [[Enif Station]], and the Vega Installation are examples.&lt;br /&gt;
&lt;br /&gt;
===Other Ship Types===&lt;br /&gt;
*'''Transport''' - Primarily used for transporting personnel. Sometimes used to transport marines in boarding a warship, as seen in the capture of a Shivan cruiser. However, it may also be used for repair purposes and evacuation. Transports are designed with minimal defenses and have to be escorted at all times to ensure survival.&lt;br /&gt;
*'''Freighter''' - Freighters carry important cargo and usually mount a few anti-fighter turrets. The largest canonical freighter is the [[GTFr Triton]].&lt;br /&gt;
*'''Gas miner''' - Used primarily to retrieve and transport nebular gas. Because of their often volatile contents, gas miners have an explosion yield far larger than ships of comparable size. The [[GTG Zephyrus]], [[GVG Anuket]], and [[SSG Rahu]] are the only three examples of gas miners.&lt;br /&gt;
*'''AWACS''' - AWACS vessels are primarily used for the expansion of radar detection in systems. Secondary purposes including jamming communications and detecting ships that are invisible to normal sensors. The [[GTA Charybdis]] and [[GVA Setekh]] are the only two examples of this classification.&lt;br /&gt;
*'''Escape Pod''' - The [[GTEP Hermes]] and [[GVEP Ra]] carry out this role. Escape pods are primarily for escape purposes, and are deployed from capital ships on the verge of destruction to save its crew and officers.&lt;br /&gt;
&lt;br /&gt;
===Unique Ship Types===&lt;br /&gt;
*'''Medical Ship''' - Only the [[GTM Hippocrates]] carries this role. Primarily used to house patients under medical care, it is also used to evacuate refugees.&lt;br /&gt;
*'''Science Cruiser''' - Only the [[GTSC Faustus]] carries out this role. The Faustus appears to be tasked as a civilian science research vessel, but is also used by the military in times of war for weapons research. Science cruisers mount very few defenses and are therefore vulnerable to any form of assault.&lt;br /&gt;
&lt;br /&gt;
===Others found in ships.tbl that are not classified as ships===&lt;br /&gt;
*'''Cargo Container''' - Carried by freighters. Cargo containers are unarmed and vulnerable to even fighter attack, and can only move via freighters.&lt;br /&gt;
*'''Sentry Gun''' - A small, vulnerable structure mounting one or more primary weapons. The largest of these is the [[GTSG Mjolnir]], which mounts a beam cannon. Oddly, Shivan sentry guns are rarely encountered in the FreeSpace 2 campaign.&lt;br /&gt;
*'''Knossos''' - The Knossos is an enormous subspace portal which, with its rotating components help stabilize a nearly-collapsed jump node.&lt;br /&gt;
*'''Meson Bomb''' - The [[TC-Meson Bomb]] is a remote detonation device which blasts about in a massive shockwave. The only canonical situations wherein these were deployed was in the destruction of the Knossos portal and the sealing off of the Capella jump nodes.&lt;br /&gt;
*'''Asteroid''' - Asteroids are of natural phenomenon. They are basically huge rocks in space that are harmful to even large capital ships as demonstrated in [[Rebels and Renegades]]. Asteroids may collide with capital ships and deal a severe amount of damage, but can be neutralized by primary weapons easily.&lt;br /&gt;
*'''Unknown Shivan rotating device''' - Known as the [[Shivan Comm Node]] in the editor, there has been no canonical description of the device as information regarding it is classified Level Omega. However, its name implies that it may be a kind of communication device of the Shivans.&lt;br /&gt;
&lt;br /&gt;
===Special objects found in ships.tbl===&lt;br /&gt;
*'''SpaceHunk''' - The [[SpaceHunk]] is never used in the main FS2 campaign. It appears to be a large piece of debris from an [[SJ Sathanas]] juggernaut.&lt;br /&gt;
*'''SJD Sathanas''' - The [[SJD Sathanas]] is a small, triangular object that is used to represent a distant Sathanas juggernaut in [[Into the Lion's Den]] and all missions from [[Dunkerque]] onwards.&lt;br /&gt;
*'''Volition Bravos''' - The [[Volition Bravos]] is an easter egg that can be summoned onto the field using a cheat. It resembles a pirate ship manned by members of the Volition, Inc. staff. Although the Volition Bravos mounts nothing more than a few flak cannons and turret lasers, it is nearly impossible to destroy due to its incredibly high hitpoint count of ten billion.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*'''Aspect-seeking''' - A type of secondary that must acquire a lock to track the target. See [[GTM Harpoon]].&lt;br /&gt;
*'''Countermeasure''' or '''CM''' - An anti-missile defensive mechanism for fighter-sized craft.&lt;br /&gt;
*'''Dumbfire''' - Secondary weapons cannot acquire any kind of lock on the target. See [[GTM Tempest]].&lt;br /&gt;
*'''Heat-seeking''' - A type of secondary weapon that acquires instant lock on the nearest target and chases it until it gets out of its cone.&lt;br /&gt;
*'''Primary''' - Primary weapons in ''FreeSpace'' are energy-based lasers.&lt;br /&gt;
*'''Secondary''' - Secondary weapons in ''FreeSpace'' are missiles and bombs.&lt;br /&gt;
*'''Turret laser''' - Primary weapons found on capital ships, transports, and freighters. An example would be the [[Terran Turret]]. See also '''blob turret'''.&lt;br /&gt;
*'''Anti-fighter beam''' - Small beam weapons on ships at least cruiser-sized. They are used to fire at enemy fighters and bombers, but can also provide fire support against small capital ships.&lt;br /&gt;
*'''Anti-capital beam''' - Beam weapons are the main armament of capital ships. They range from small such as the [[SGreen]], to large such as the [[BGreen]] and the juggernaut-scale [[BFGreen]].&lt;br /&gt;
*'''Slash beam''' - Beams which are used to sweep ships clean of subsystems. Only Terran and Vasudan warships arm these beam weapons.&lt;br /&gt;
*'''Swarm missile''' - Swarm missiles are secondary weapons that are fired in multiple numbers. See [[GTM Hornet]]&lt;br /&gt;
&lt;br /&gt;
==Fan Terminology==&lt;br /&gt;
===In-game Terminology===&lt;br /&gt;
====Designation Prefixes====&lt;br /&gt;
* '''A_'''   - [[Ancients|Ancient]]&lt;br /&gt;
* '''HL_'''  - [[Hammer of Light]]&lt;br /&gt;
&lt;br /&gt;
====Designation Suffixes====&lt;br /&gt;
* '''_BS''' or '''_Bs''' or '''BB''' - Battleship&lt;br /&gt;
* '''_Ca''' - Carrier&lt;br /&gt;
* '''_Dn''' - Dreadnaught&lt;br /&gt;
* '''_Fg''' - Frigate&lt;br /&gt;
* '''_Ff''' - Frigate&lt;br /&gt;
* '''_H''' - Hive&lt;br /&gt;
* '''_SD''' - Superdestroyer&lt;br /&gt;
* '''_SJ''' - Super Juggernaut&lt;br /&gt;
* '''_TB''' - Tactical Bomber&lt;br /&gt;
&lt;br /&gt;
===Ship Types===&lt;br /&gt;
* '''Carrier''' - Ship of any size whose primary purpose is to carry fightercraft, whether directly into combat or standing off and lending fightercraft support to ongoing operations as needed. &lt;br /&gt;
* '''Dreadnought''' - Generally understood to be a destroyer-sized craft, but built for the sole purpose of ship-to-ship combat and lacking a fighterbay or supporting a very limited number of fighters purely for self-defense.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* '''162''' - The Phoenix sub-forum on the Hard Light Productions Forums.&lt;br /&gt;
* '''AAA''' - Anti-fighter beam cannon(s)&lt;br /&gt;
* '''AB''' - Afterburner(s)&lt;br /&gt;
* '''Blob turret''' - A primary weapon-based, warship-mounted turret. The [[Terran Turret]] is an example.&lt;br /&gt;
* '''CM''' - Countermeasure&lt;br /&gt;
* '''CB''' - Command Briefing&lt;br /&gt;
* '''CBAnim''' - Command Briefing animation&lt;br /&gt;
* '''Colly''' - The [[GTVA Colossus|GTVA ''Colossus'']]&lt;br /&gt;
* '''FA''' - FRED Academy&lt;br /&gt;
* '''F2S''' - FreeSpace 2 Sector&lt;br /&gt;
* '''[[Portal:FreeSpace 1|FS1]]''' - Descent: FreeSpace&amp;amp;mdash;The Great War. Also called Conflict: FreeSpace&amp;amp;mdash;The Great War in Europe. The first game of the series.&lt;br /&gt;
* '''FS2_Open''' or '''FSO''' - The open source version of FreeSpace 2&lt;br /&gt;
* '''FS2NetD''' - FS2 Network Game Monitor; utility used to monitor FS2 network games being operated on the FS2Net servers.&lt;br /&gt;
* '''FS3''' - [[FreeSpace 3]], the theoretical sequel to FreeSpace 2&lt;br /&gt;
* '''GOG''' or '''GoG''' - Good Old Games. A digital distribution website that sells copies of FreeSpace 2.  See [[Getting FreeSpace]].&lt;br /&gt;
* '''GW''' - Game-Warden&lt;br /&gt;
* '''Hattie''' - The [[GVD Hatshepsut|GVD ''Hatshepsut'']]&lt;br /&gt;
* '''HLP''' - Hard Light Productions&lt;br /&gt;
* '''HOTU''' - Home of the Underdogs. This website used to host a stripped-down version of FreeSpace 2.&lt;br /&gt;
* '''Lucy''' - The [[SD Lucifer|SD ''Lucifer'']]&lt;br /&gt;
* '''MediaVP''' or '''MVP''' - VP files with graphical enhancements for FreeSpace Open&lt;br /&gt;
* '''Retail''' - The original version of FreeSpace 2, as released by Volition in 1999, plus the official patches. (=not FreeSpace Open). ''Retail'' may also be used to refer to an official campaign, depending on context.&lt;br /&gt;
* '''RTB''' - Return to Base. Used to refer to the directive that tells the player to return to base.&lt;br /&gt;
* '''SCP''' - Source Code Project.  The people responsible for creating, maintaining and debugging FS2_Open.&lt;br /&gt;
* '''SEXP''' - Symbolic EXPressions.  Special function strings within FRED that allow for complex mission objectives and other things to be carried out by a mission bulider.&lt;br /&gt;
* '''SG''' - Sectorgame. This website hosts the FreeSpace 2 Sector.&lt;br /&gt;
* '''ST''' - [[Silent Threat]]&lt;br /&gt;
* '''TC''' - Total Conversion. See [[Total conversions]]&lt;br /&gt;
* '''V''' or '''[V]''' - [[Volition]], Inc., the developer of FreeSpace and FreeSpace 2.&lt;br /&gt;
* '''VBB''' - Volition Bulletin Board.  The boards Volition maintained as a centre for the FS community.  Now defunct.&lt;br /&gt;
* '''VW''' - Volition Watch, developer fansite covering the FreeSpace, Red Faction and Summoner series. Awaiting demolition.&lt;br /&gt;
* '''Zod''' - A term used to describe [[Vasudans]]. Derived from Zodiac because their fighter wings were designated based on them in FS1. The term has been coined by Eishtmo.&lt;br /&gt;
&lt;br /&gt;
===Campaign Abbreviations===&lt;br /&gt;
:'''''This list is incomplete and not necessarily up-to-date. See also: [[Narwhal's Campaign List]]'''''&lt;br /&gt;
* '''158''' - The 158th Banshee Squadron&lt;br /&gt;
* '''AA''' - Aeos Affair&lt;br /&gt;
* '''AAB''' - Ascension and Beyond&lt;br /&gt;
* '''AG''' - [[Alcibiades' Gamble]]&lt;br /&gt;
* '''AHTW''' - All Hands to War&lt;br /&gt;
* '''AotD''' - Angels of the Damned&lt;br /&gt;
* '''[[ASW]]''' - The [[Ancient-Shivan War (campaign)|Ancient-Shivan War]]&lt;br /&gt;
* '''BP''' - [[Blue Planet]]&lt;br /&gt;
** '''BP:AoA''' or '''AoA''' - [[Blue Planet: Age of Aquarius]]&lt;br /&gt;
** '''BP:WiH''' or '''WiH''' - [[Blue Planet: War in Heaven]]&lt;br /&gt;
* '''BtRL''' - [[Beyond the Red Line]]&lt;br /&gt;
* '''BWO''' - [[Blackwater Operations]]&lt;br /&gt;
* '''CoW''' - Casualties of War&lt;br /&gt;
* '''CoS''', '''Nukemod-CoS''' or '''Nukemod''' - [[Nukemod|Nukemod - Children of Shiva]]&lt;br /&gt;
* '''CtS''' - [[Crossing the Styx]]&lt;br /&gt;
* '''DEM''' - [[Deus Ex Machina]]&lt;br /&gt;
* '''FSPort''' - [[FreeSpace Port]]&lt;br /&gt;
** '''ST:R''' - [[Silent Threat: Reborn]]&lt;br /&gt;
* '''FSU''' - The FreeSpace Upgrade Project&lt;br /&gt;
* '''INF''' - [[Inferno]]. This may refer to any Inferno mod.&lt;br /&gt;
** '''INFA''' or '''INFA1''' - [[Inferno: Alliance]]&lt;br /&gt;
** '''INFA2''' - The sequel to Inferno: Alliance&lt;br /&gt;
** '''INFR1''' - [[Inferno Release 1]]&lt;br /&gt;
** '''INFASA''' - Inferno: Alliance Standalone&lt;br /&gt;
** '''INF SCP''' - Inferno SCP&lt;br /&gt;
* '''ITDoH''' - Into The Depths of Hell&lt;br /&gt;
* '''ITHOV''' - Into the Halls of Valhalla&lt;br /&gt;
* '''JAD''' - [[Just Another Day]]&lt;br /&gt;
** '''JAD2''' - [[Just Another Day 2: Electric Boogaloo]]&lt;br /&gt;
** '''JAD3''' - [[Just Another Day 3: Shivans on a Plane]]&lt;br /&gt;
* '''JtEP''' - The Journey to Epsilon Pegasi&lt;br /&gt;
* '''LM''' - The Lightning Marshal&lt;br /&gt;
* '''MT''' - Machina Terra&lt;br /&gt;
* '''MG''' - Mind Games&lt;br /&gt;
* '''NTV''' - [[Neo-Terra Victorious]]&lt;br /&gt;
* '''OTT''' - [[Over the Top]]&lt;br /&gt;
* '''PI''' - [[The Procyon Insurgency]]&lt;br /&gt;
* '''RR''' - Renegade Resurgence&lt;br /&gt;
* '''SA''' - The Scroll of Antankharzim&lt;br /&gt;
* '''SGWP2''' - [[The Second Great War Part II]]&lt;br /&gt;
* '''SoL''' - [[Shadows of Lylat]]&lt;br /&gt;
* '''SWC''' - Star Wars Conversion&lt;br /&gt;
** '''FotG''' - [[Fate of the Galaxy]]&lt;br /&gt;
* '''TAP''' - [[The Apocalypse Project]]&lt;br /&gt;
* '''TBP''' - [[The Babylon Project]]&lt;br /&gt;
** '''TBP:RW''' or '''RW''' - [[Raider Wars]]&lt;br /&gt;
** '''TBP:FH''' or '''FH''' - [[Fortune Hunters]]&lt;br /&gt;
* '''TI''' - Twisted Infinities&lt;br /&gt;
* '''TotT''' or '''ToT''' - Teeth of the Tiger&lt;br /&gt;
* '''TS''' - Technological Superiority&lt;br /&gt;
* '''TTP''' - The Titan Project&lt;br /&gt;
* '''TVWP''' - [[Terran-Vasudan War Project]]&lt;br /&gt;
* '''WCS''' - [[Wing Commander Saga]]&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
The following is a list of some terms commonly seen on multiplayer chat screens.&lt;br /&gt;
* '''AI''' - Artificial Intelligence. This refers to any computer-controlled ship.&lt;br /&gt;
* '''Coop''' - Cooperative game. All players are on the same side and work together to accomplish the mission objectives.&lt;br /&gt;
* '''Dogfight''' or '''DF''' - A free-for-all type of game, essentially the Deathmatch of FreeSpace. All players are on their own and fight for survival.&lt;br /&gt;
* '''EMP''' - The EMP missile&lt;br /&gt;
* '''Fire''' - The Infyrno missile&lt;br /&gt;
* '''Fish''' - The Piranha missile&lt;br /&gt;
* '''Lag''' - Latency. This refers to the &amp;quot;jumpiness&amp;quot; in a multiplayer game due to slow Internet connections. FreeSpace has always had a lag problem, and even modern, high-speed connections have trouble hosting and playing online FreeSpace games. Can be greatly mitigated by having all players set their &amp;quot;Object Update&amp;quot; setting to Low.&lt;br /&gt;
* '''Lag bombing''' - Double-linking your secondary slot, firing, then quickly switching to your other secondary slot and firing it. Continue cycling and firing secondary slots until the server finally updates and you must wait to reload. This is often outlawed in multiplayer games.&lt;br /&gt;
* '''Lag loading''' or '''Tab loading''' - An exploit that allows a player to load their ship with weapons that it is unable to carry by default, such as the Helios on a Perseus. This is achieved by first selecting the weapon in question with the mouse button, keeping it selected while using the Tab key to switch to the Ship Selection screen, moving the cursor over the bank where the weapon is to be loaded, and finally pressing the Tab key one more time to change back to the Weapons Loadout screen and letting go of the mouse button just as the screen changes. The server will still think that you have your old ship selected, so its weapons permissions will not update in time to prevent you from loading something illegal. This is usually discouraged in multiplayer and considered cheating, but some multiplayer maps were actually made to accommodate this tactic. Lag loading is also possible in single-player. Contrary to popular belief, does not have anything to do with lag, nor is it harder to do in single player.&lt;br /&gt;
*'''Lock/Unlock''' - Refers to the &amp;quot;Lock&amp;quot; button on the mission briefing screen. The host (or in TvT game, team captains) have to click the &amp;quot;Lock&amp;quot; button to allow other pilots/wingmates to make ship/loadout changes. &lt;br /&gt;
*'''Low''' - Setting &amp;quot;Object Updates&amp;quot; in the Multiplayer tab of FreeSpace 2's options to &amp;quot;Low&amp;quot;. This is the preferred setting for MP clients. The &amp;quot;Low&amp;quot; setting limits the connection bit rate between the MP host and the client in order to make the game run smoother for everyone.&lt;br /&gt;
* '''Quick jumping''' - A technique that involves all players in the Briefing menu to commit in order for the host to end the mission without needing to host again. It is usually used to give players not yet playing an opportunity to join the game instead of needing to wait for another match.&lt;br /&gt;
*'''TvT''' - Team versus Team game. The players are divided into two sides and fight for supremacy.&lt;br /&gt;
&lt;br /&gt;
==Terms related to modelling==&lt;br /&gt;
*'''Greeble''' - Small piece of detail which serve no other purpose only to make a ship look better.&lt;br /&gt;
*'''[[HTL]]''' - Hardware Transformation &amp;amp; Lighting. This abbreviation has since mutated into shorthand for any user-created high-polygon ship, or generally any retail ship with extra details added by the community.&lt;br /&gt;
*'''LOD''' - Level of Detail. The further you get away from a ship, the less detailed it will be rendered.&lt;br /&gt;
*'''Multi-part turret''' - A multi-part turret is, in a word, a turret with one, two or three barrels.&lt;br /&gt;
*'''Single-part turret''' - A single-part turret, is, in a word, a turret without any barrels.&lt;br /&gt;
*'''TrueView''' - A plugin utility for [[trueSpace]]. Ideal for building hierarchy. However, not a must.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Game_settings.tbl&amp;diff=45852</id>
		<title>Game settings.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Game_settings.tbl&amp;diff=45852"/>
		<updated>2016-12-31T06:57:43Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: /* Sample Entry */ Using an example that's actually a valid game_settings.tbl setting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersionGit|2015-11-21|71cf169}}&lt;br /&gt;
&lt;br /&gt;
The '''game_settings.tbl''', also known as mod.tbl, defines options that can be changed globally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-mod.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==#GAME SETTINGS==&lt;br /&gt;
Optional. Contains settings that affect how the engine works.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Minimum version:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Specifies the minimum version of FreeSpace Open that this mod supports. If the version specified here is greater than the version of the current build, an error message is displayed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Major:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the major component of the minimum version.&lt;br /&gt;
*Syntax: '''''Integer'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Example: '''''3''''' (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Minor:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the minor component of the minimum version.&lt;br /&gt;
*Syntax: '''''Integer'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Example: '''''7''''' (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Build:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the build component of the minimum version.&lt;br /&gt;
*Syntax: '''''Integer'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Example: '''''3''''' (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Revision:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. Sets the revision component of the minimum version. If no revision is given then all builds of that release are supported (even nightly builds if there are any).&lt;br /&gt;
For nightly builds this is the date in YYYYMMDD format.&lt;br /&gt;
*Syntax: '''''Integer'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Example: '''''20151121''''' (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#CAMPAIGN SETTINGS==&lt;br /&gt;
Optional. This group contains various Campaign related settings and overrides.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Campaign File Name:===&lt;br /&gt;
Defines which campaign will be selected by default for new pilots. A file extension is not needed and, if present, is removed by the code.&lt;br /&gt;
*Syntax: '''''String'''''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===#Ignored Campaign File Names===&lt;br /&gt;
Optional. Defines which campaigns, if present, will not appear in the Campaign Room. Only single-player campaigns can be ignored. ''File extensions are required.''&lt;br /&gt;
{{Table371|As of 3.7.1, file extensions are not required and, if present, are removed by the code.}}&lt;br /&gt;
====$Campaign File Name:====&lt;br /&gt;
File name of the campaign to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: '''''String'''''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Red-alert applies to delayed ships:===&lt;br /&gt;
Controls whether red-alert saved statistics (hitpoints, weapons, subsystem strengths) will be restored for ships that are not present at mission start.&lt;br /&gt;
*Syntax: '''''Boolean'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#HUD SETTINGS==&lt;br /&gt;
Optional. This group contains various HUD behavior settings and overrides&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Directive Wait Time:===&lt;br /&gt;
*Defines how long the game will wait before displaying a directive.&lt;br /&gt;
*Syntax: '''''Integer'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Values: '''''Greater than or equal to 0 ms'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cutscene camera displays HUD:===&lt;br /&gt;
Show the HUD when the cutscene camera is enabled.&lt;br /&gt;
*Syntax: '''''Boolean'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Cutscene camera disables HUD: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Full color head animations:===&lt;br /&gt;
Enables full-color head ANIs. Normal head ANIs will appear in gray.&lt;br /&gt;
*Syntax: '''''Boolean'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Color head animations with hud colors: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SEXP SETTINGS==&lt;br /&gt;
Optional. This group contains SEXP settings and overrides.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Loop SEXPs Then Arguments:===&lt;br /&gt;
Flips how when-argument settings loop. See: [http://www.hard-light.net/forums/index.php?topic=79602.0 SEXP Argument changes via mod.tbl] &lt;br /&gt;
*Syntax: '''''Boolean'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Alternate Chaining Behavior:===&lt;br /&gt;
When set, this makes the event chaining behavior act as people expected it to be in [http://scp.indiegames.us/mantis/view.php?id=82 Mantis #82].&lt;br /&gt;
*Syntax: '''''Boolean'''''&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: '''''NO'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#GRAPHICS SETTINGS==&lt;br /&gt;
Optional. This group contains settings related to graphics.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Enable External Shaders:===&lt;br /&gt;
Enables the use of external shader files. By default, the engine will use the built-in shaders.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Detail Level:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Determines which graphics detail level preset (low, medium, high, very high) acts as the default for new pilots.&lt;br /&gt;
*Syntax: '''''Integer''''' (0-3)&lt;br /&gt;
*Default Value: '''''3''''' (very high)&amp;lt;br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
===$Briefing Window FOV:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Determines the FOV in the briefing Icon window. Retail default for this is 0.29375, previous versions of FSO used a value of 0.5.&lt;br /&gt;
*Syntax: '''''Float''''' (0.0 to 1.0)&lt;br /&gt;
*Default Value: '''''0.29375'''''&amp;lt;br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
===$Generic Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of the pain red flash when the player is hit.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default Value: '''''1.0'''''&amp;lt;br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of a pain flash when the player's shields are hit. Color will match the current ships shield color defined in ships.tbl. A value of 0 will give retail behavior (no shield effect). Positive values will cause the effect to start at full intensity at full shields and go to next to no intensity at zero shields. Negative values will cause no effect at full shields and full effect at no shields. Values should be kept between -1.0 and 1.0 for good pilot visibility.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
*Default Value: '''''0.0'''''&amp;lt;br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
==#SOUND SETTINGS==&lt;br /&gt;
Optional. This group contains sound-related settings&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Default Sound Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default sound fx volume for new pilots.&lt;br /&gt;
*Syntax: '''''Float''''', between 0.0 and 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: '''''1.0'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Default Music Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default music volume for new pilots.&lt;br /&gt;
*Syntax: '''''Float''''', between 0.0 and 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: '''''0.5'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Default Voice Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default voice volume for new pilots.&lt;br /&gt;
*Syntax: '''''Float''''', between 0.0 and 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: '''''0.7'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#FRED SETTINGS==&lt;br /&gt;
Optional. This group contains settings for FRED. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Disable Hard Coded Message Head Ani Files:===&lt;br /&gt;
{{table371|&lt;br /&gt;
If set, FRED will not fill the head ani selection in the Event Editor with the retail head ani filenames.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''&amp;lt;br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
==#OTHER SETTINGS==&lt;br /&gt;
Optional. This group contains miscellaneous settings. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Turret Collisions:===&lt;br /&gt;
Makes all hits to a turret's barrels count as hits to the turret subsystem. By default, this does not happen unless the point of impact falls inside the model radius of the turret's base.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Damage Impacted Subsystem First:===&lt;br /&gt;
If set, a hit to a physical subsystem will always deal damage to that subsystem first, even if another subsystem is closer to the point of impact. By default, the closest subsystem will always receive damage first.&lt;br /&gt;
*Syntax: '''''Boolean'''''&lt;br /&gt;
*Default Value: '''''NO'''''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Default ship select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for ship select animations when no .ani can be found, or the -ship_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
===$Default weapon select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*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.&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
===$Weapons inherit parent collision group:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set to true, Weapons fired by a ship will inherit their parents' collision group setting. Default is false.}}&lt;br /&gt;
&lt;br /&gt;
===$Flight controls follow eyepoint orientation:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that if the player ship's eyepoint happens to rotate into a non-standard orientation, pitch and yaw axes should stay relative to the eyepoint orientation, not the ship. Note that this does not affect the pitch/yaw turning speed, which always remains relative to the ship. Default is false.}}&lt;br /&gt;
&lt;br /&gt;
===$Beams Use Damage Factors:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that beam weapons will use the tabled damage factors for Armour, Shields and Subsystems. Default is false (i.e. all factors are treated as 1.0)}}&lt;br /&gt;
&lt;br /&gt;
===$Default fiction viewer UI:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies which fiction viewer layout to use in missions that don't specify one. Possible values are as follows:&lt;br /&gt;
**&amp;quot;FS2&amp;quot;: Standard layout. Requires (2_)fictionviewer and (2_)fictionviewer-m to be present in data\interface.&lt;br /&gt;
**&amp;quot;WCS&amp;quot;: Moves the &amp;quot;Accept&amp;quot; button to the lower-left corner of the screen. Requires (2_)fictionviewerb and (2_)fictionviewer-mb to be present in data\interface.&lt;br /&gt;
**&amp;quot;auto&amp;quot;: Selects &amp;quot;WCS&amp;quot; if the appropriate files are present; otherwise, selects &amp;quot;FS2&amp;quot;. This is the default setting.}}&lt;br /&gt;
&lt;br /&gt;
==#END==&lt;br /&gt;
Required. The last line of the table must be #END&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
&lt;br /&gt;
    #CAMPAIGN SETTINGS&lt;br /&gt;
    $Default Campaign File Name: NewCampaignFile&lt;br /&gt;
    &lt;br /&gt;
    #Ignored Campaign File Names&lt;br /&gt;
    $Campaign File Name: FreeSpace2.fc2&lt;br /&gt;
    &lt;br /&gt;
    #HUD SETTINGS&lt;br /&gt;
    $Directive Wait Time: 5000&lt;br /&gt;
    &lt;br /&gt;
    #SEXP SETTINGS&lt;br /&gt;
    $Loop SEXPs Then Arguments: True&lt;br /&gt;
    &lt;br /&gt;
    #OTHER SETTINGS&lt;br /&gt;
    $Fix Turret Collisions: True&lt;br /&gt;
    &lt;br /&gt;
    #END&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=The_GRANITE_HUNTER_Files_(BP)&amp;diff=45826</id>
		<title>The GRANITE HUNTER Files (BP)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=The_GRANITE_HUNTER_Files_(BP)&amp;diff=45826"/>
		<updated>2016-12-08T04:13:58Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: Adding a document that apparently got missed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BPArticle}}&lt;br /&gt;
&lt;br /&gt;
{{Spoiler|Freespace 1, Silent Threat, Freespace 2, Blue Planet}}&lt;br /&gt;
&lt;br /&gt;
''The following documents were exposed in the course of exchanges [http://www.hard-light.net/forums/index.php?topic=89339.0] [http://www.hard-light.net/forums/index.php?topic=89321.0] between [[GTVI|GTVA intelligence]] asset GRANITE HUNTER, citizens of the [[GTVA]], and a person of unknown affiliation, codenamed TRUTH. There is little to authenticate these documents; however, in the interest of history -- if nothing else of the scope of GTVA disinformation efforts -- they are presented here.''&lt;br /&gt;
&lt;br /&gt;
== Original Document ==&lt;br /&gt;
''This was the [http://www.hard-light.net/forums/index.php?topic=89320.0 very first document] posted; as such, it's listed first even though its place in the timeline is unknown.''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
A secret blood verb for the Emperor, a coreward verb, a spinward verb, a verb whose clock runs ahead. Now our ancestors pass from one water to another. Now our descendants pass through node and thought. I am young and scar and I drink the deep drink.&lt;br /&gt;
&lt;br /&gt;
All things are complete. Let us understand.&lt;br /&gt;
&lt;br /&gt;
We may with assurance separate life into three calendars. The first calendar is the calendar of matter. The second calendar is the calendar of simulacra. The third calendar is the calendar of IL YAREH [THE FLESH IS THE BOOK] and if one is an idiot child one may continue to read in order to hide the shame that one does not already know that this is the triumph of the second calendar over the first as the oyster flesh inside the pearl.&lt;br /&gt;
&lt;br /&gt;
In the first calendar we hate the predator.&lt;br /&gt;
&lt;br /&gt;
A marginalia verb for the writing, a liminal verb: as the second calendar eructates from the first, so does the hatred.&lt;br /&gt;
&lt;br /&gt;
In the second calendar we hate cancer.&lt;br /&gt;
&lt;br /&gt;
A marginalia verb for the writing, a liminal verb: as the third calendar is made by the second, so is the hatred.&lt;br /&gt;
&lt;br /&gt;
In the third calendar we hate that which is as to the third calendar as that which we hate in the calendars before is to the calendar in which that which we hate is hated.&lt;br /&gt;
&lt;br /&gt;
UNU IVV N VO N V NV V&lt;br /&gt;
000 000 000 098 T T T&lt;br /&gt;
RATCHET MOTION&lt;br /&gt;
&lt;br /&gt;
First take on intercept. Possible update on hypothesis re hol/kho chatter. Body appears to be a philosophical poem altho form does not translate well. Crosscheck my translation and circle back. Thanks&lt;br /&gt;
&lt;br /&gt;
UNU IVV N VO N G RG G&lt;br /&gt;
000 000 000 099 T T T&lt;br /&gt;
CORAL LAAGER&lt;br /&gt;
&lt;br /&gt;
Agree translation. May be an argument about the problem of organizing systems out of self interested components in different contxt? Probably a grudge there given problem of whips and quorums, lol. Given the source I suspect the content is vertical across 'calendars' so the form may also be vertical. Form follows content. Can we cook this in the red asset and look for structural rhymes? May be stego&lt;br /&gt;
&lt;br /&gt;
UNU IVV N VO N V NV D&lt;br /&gt;
000 000 001 000 K O A&lt;br /&gt;
RATCHET MOTION&lt;br /&gt;
&lt;br /&gt;
Negative red asset is not taking jobs.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Second Incursion ==&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
SECURE PRIORITY COMMUNIQUE&lt;br /&gt;
distribution SOLITAIRE, keyword PASQUINADE, source CIRCULAR&lt;br /&gt;
FROM: BALCONY VIEW&lt;br /&gt;
TO: COLDMORN&lt;br /&gt;
&lt;br /&gt;
Welcome to hell. I'm your new Ahriman. No one elects us and no one gets rid of us which makes us, as much as everyone would like to think otherwise post-Glaive, the only enduring policymakers in this post-terrestrial mess. Our first priority is the safety of the species. Implicit in that is the ugly truth: we need to hold on to the ability to save the species.&lt;br /&gt;
&lt;br /&gt;
I understand your reaction to the Remillard Receipts. Very few of us ever respond well to the coverup. Let me assure you that very few of those who work the problem end up disagreeing. What else do we do with the transmissions?&lt;br /&gt;
&lt;br /&gt;
To me, the more interesting questions are these: how much of it is true? Who do we believe? If MacDuff is actually in control of a disintegrating civilization, do we need to be prepared for military confrontation? If Human Futures is seeding a soft tyranny, do we need to be prepare for a soft war? And what about the interference? Who's doing that? Who has that capability? Who wants to keep us cut off?&lt;br /&gt;
&lt;br /&gt;
The one that keeps me up at night is this: did we actually make a clean sweep during Templar? Or did one of those Shiva-fuckers smuggle a copy out?&lt;br /&gt;
&lt;br /&gt;
In any case. Much as we might call them jealous, our counterparts in the Complicated Place are correct. We don't need the fact of a homeworld right now. We need the hope of a home to get back to, and, failing the presence of that hope, the dream of a brighter world for our children.&lt;br /&gt;
&lt;br /&gt;
I can't believe 'lost generation' caught on. I hate that book. We came through hellfire and ruin and the loss of everything and now we have a chance, here, to make something new.&lt;br /&gt;
&lt;br /&gt;
Let's get to it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
SECURE PRIORITY COMMUNIQUE&lt;br /&gt;
distribution SOLITAIRE, keyword ERGOSPHERE, source CIRC_NEW_WARHARD&lt;br /&gt;
FROM: COLDMORN&lt;br /&gt;
TO: BALCONY VIEW&lt;br /&gt;
&lt;br /&gt;
we're a year deep and i feel like i've heard more doubletalk and lies than a vasudan bartender. my friends are in play in polaris and they're killing each other. you think the navy has it bad? at least they don't work in the same room as the other side!&lt;br /&gt;
&lt;br /&gt;
and i still can't get an honest brief. ANSWER ME STRAIGHT&lt;br /&gt;
&lt;br /&gt;
1) did we, you and all your BALCONY creatures, aim CELTIC TRIPLE at the deneb artifacts? or was it the CABLE STAMP crew? i understand that CABLE STAMP cares about earth and you don't. CELTIC TRIPLE has something you want and something they want&lt;br /&gt;
&lt;br /&gt;
2) was CELTIC TRIPLE one of us before he went out into the cold? did we send him out there to do this? is all of this our project, the pogroms, the harbinger hit on cygnus prime, just to get the deneb artifacts wherever they're going?&lt;br /&gt;
&lt;br /&gt;
3) what the fuck is ETAK and why do we need it so badly?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
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word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
BALCONY VIEW -&amp;gt; COLDMORN&lt;br /&gt;
we're still people up here. we hate this as much as you do. right now i am working with CABLE STAMP and the Complicated Place to figure out how we can all get what we want. remember the top priority. i'm putting you on BLACK DOVE and i want him on ETAK&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
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word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
FLASH FLASH FLASH&lt;br /&gt;
ISN BACKBREAKER FASTEST&lt;br /&gt;
S 0808 BAST $DATE_DYN_REFRAME&lt;br /&gt;
FM COLDMORN&lt;br /&gt;
TO CINCDEN, CINCSIR&lt;br /&gt;
ACTION DIRECTIVE TO FOLLOW&lt;br /&gt;
&lt;br /&gt;
SECCON AUTHORITY. IMMEDIATE EFFECT.&lt;br /&gt;
&lt;br /&gt;
PULL BLOCKADE ON SIRIUS-DENEB JUMP NODE.&lt;br /&gt;
&lt;br /&gt;
HOLD OFF ON CELTIC TRIPLE INTERCEPT. MAINTAIN PURSUIT POSTURE BUT DO NOT ENGAGE. STRATEGICALLY VITAL THAT CELTIC TRIPLE TRANSIT NODE UNIMPAIRED&lt;br /&gt;
&lt;br /&gt;
RATIONALE TO FOLLOW&lt;br /&gt;
&lt;br /&gt;
SENDIT SENDIT SENDIT&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
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word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
SECURE PRIORITY COMMUNIQUE&lt;br /&gt;
distribution SOLITAIRE, keyword ERGOSPHERE, source CIRC_NEW_WARHARD&lt;br /&gt;
FROM: COLDMORN&lt;br /&gt;
TO: BALCONY VIEW&lt;br /&gt;
&lt;br /&gt;
why are you running an agent in an opeval unit? why are you passing them the BLACK DOVE sigint from ETAK? those TAG transmitters are going into live combat ordnance...do you actually want this chum in the water?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
BALCONY VIEW-&amp;gt;COLDMORN&lt;br /&gt;
The strategic situation in the nebular theater can accept a few hits. If there's a shark out there I'd like to see it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
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white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
SECURE PRIORITY COMMUNIQUE&lt;br /&gt;
distribution SOLITAIRE, keyword ERGOSPHERE, source CIRC_NEW_WARHARD&lt;br /&gt;
FROM: COLDMORN&lt;br /&gt;
TO: BALCONY VIEW&lt;br /&gt;
&lt;br /&gt;
i know CHARIOT DRIVER fucked up and i know the Complicated Place (probably) didn't want it any more than we did but you HAVE to stop this court-martial. by drawing the rebels' attention to CHARIOT DRIVER and what he knew you are endangering BLACK DOVE. we need that asset and its capabilities. i am cooking up a heist that will get you more of what you want.&lt;br /&gt;
&lt;br /&gt;
or are you going to blame this on CABLE STAMP? are they trying to get my people killed to interfere with your plan?&lt;br /&gt;
&lt;br /&gt;
you need to keep me in the loop BALCONY...you have too much riding on my work to let me develop illusions of independence...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
BALCONY VIEW-&amp;gt;COLDMORN&lt;br /&gt;
i will do what i can but remember we are part of a military here and like it or not i don't run everything [yet]. i consider CHARIOT DRIVER a personal friend and i wish we lived in a world where he could've had justice right there and then. think of him next time you pull strings for CELTIC TRIPLE. think of him and remember the price he's paying.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
FLASH FLASH FLASH&lt;br /&gt;
ISN BACKBREAKER {ERR: archival functions timed out...}&lt;br /&gt;
S 2126 BAST $DATE_DYN_REFRAME&lt;br /&gt;
FM COLDMORN&lt;br /&gt;
TO SPARROW MAW&lt;br /&gt;
&lt;br /&gt;
ENSURE CELTIC TRIPLE TRANSITS KNOSSOS BY ANY MEANS AVAILABLE&lt;br /&gt;
&lt;br /&gt;
BLACK DOVE ABOARD NTF SHIP ATTEMPTING KNOSSOS TRANSIT. I WOULD BE MUCH OBLIGED IF HE MADE IT BUT NOT STRICTLY A VITAL ASSET&lt;br /&gt;
&lt;br /&gt;
GODSPEED AND DON'T BREAK THE BIG GUY ANY HARDER THAN HE BREAKS HIMSELF&lt;br /&gt;
&lt;br /&gt;
SENDIT SENDIT SENDIT&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
PRIORITY&lt;br /&gt;
ISN BRIDGEBUILDER STRAT&lt;br /&gt;
S 0121 BAST $DATE_DYN_REFRAME&lt;br /&gt;
FM COLDMORN&lt;br /&gt;
TO CINCNEB&lt;br /&gt;
&lt;br /&gt;
HELLO AND BEST WISHES FROM YOUR FRIENDS ON HIGH. HOPE ALL IS WELL IN THE FOG. CONGRATS ON THE BIG BEAR KILL&lt;br /&gt;
&lt;br /&gt;
GRANITE MOUNTAIN WILL REQUEST ELINT AND SPECIAL SENSOR ASSETS. DETACH SOONEST (FLASH PRIORITY). SUPERCEDES ALL OTHER MISSIONS EXCEPT PERIMETER WATCH&lt;br /&gt;
&lt;br /&gt;
ANTICIPATE SHORT DURATION ESM MISSION SURVEILLING UNUSUAL EMISSIONS FROM NTF ICENI&lt;br /&gt;
&lt;br /&gt;
SENDIT SENDIT SENDIT&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
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word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
FLASH FLASH FLASH&lt;br /&gt;
ISN BACKBREAKER {ERR: archival functions timed out...}&lt;br /&gt;
S 0250 BAST $DATE_DYN_REFRAME&lt;br /&gt;
FM COLDMORN&lt;br /&gt;
TO GRANITE MOUNTAIN&lt;br /&gt;
&lt;br /&gt;
THE GIG IS UP. GRAB THE TARGET. I WANT EVERYTHING.&lt;br /&gt;
&lt;br /&gt;
USE ANY AVAILABLE FLEET OR SOC ASSET&lt;br /&gt;
&lt;br /&gt;
SENDIT SENDIT SENDIT&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
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white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
FLASH FLASH FLASH&lt;br /&gt;
ISN BACKBREAKER FASTEST&lt;br /&gt;
S 1225 BAST $DATE_DYN_REFRAME&lt;br /&gt;
FM COLDMORN&lt;br /&gt;
TO GRANITE MOUNTAIN&lt;br /&gt;
&lt;br /&gt;
SITUATION DEPARTING FROM SURVIVABLE PARAMETERS. SECCON IS HUNGRY FOR ANYTHING AND I WILL BURN EVERY ASSET I HAVE MYSELF INCLUDED BEFORE I LET THEM DOWN.&lt;br /&gt;
&lt;br /&gt;
UNEXPECTED TREASURE FROM A CONCERTO IN CAPELLA. WE ARE CHASING IT. WE MAY HAVE A GENUINE NAGARI SPECIMEN ON OUR HANDS.&lt;br /&gt;
&lt;br /&gt;
GIVE BLACK DOVE THE GO ON LIONSDEN&lt;br /&gt;
&lt;br /&gt;
SENDIT SENDIT SENDIT&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Post-Capella ==&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
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word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
NHN RDU 8 BR 8 RB S&lt;br /&gt;
000 000 000 000 A A A&lt;br /&gt;
BALCONY VIEW -&amp;gt; COLDMORN&lt;br /&gt;
&lt;br /&gt;
First day on the new system feels like a good day for my last day on the job. I'm out. You're inheriting everything I ran. CABLE STAMP is tight with Petrarch but you knew that already. With the Knossos findings and Petrarch in their hand, and the economy going the way it's going, we're going to have to concede the palace to CABLE STAMP unless we can find a way back in. The only way I see out is to work MORPHEUS. Work it as hard as you can until you can convince someone there's a threat and that we need to be ready when we go home.&lt;br /&gt;
&lt;br /&gt;
I'm going to move to south Hulldown and hope I die before any more excitement happens. I know you'll buy me a present no matter what I say. My grandkid wouldn't mind a copy of Antagonism 2.&lt;br /&gt;
&lt;br /&gt;
I know you'll ask me how it feels to be out no matter how much I don't want to answer. You'll be informed on a need-to-know basis, COLDMORN. And I still need you in the game.&lt;br /&gt;
&lt;br /&gt;
That's how it goes.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
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white-space: -pre-wrap; &lt;br /&gt;
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word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
OCAC Expedient&lt;br /&gt;
TIA Rapid Exemption&lt;br /&gt;
Candidate 616A9707YBPTR&lt;br /&gt;
Subspace Systems Command, Strategic Navigation Research Initiative&lt;br /&gt;
&lt;br /&gt;
SADABA YEAR went into early stand-down after an internal event and the loss of some assets and personnel. However, unexpected post-mission applications across the last six months have driven an explosive knowledge footprint. Although primarily of intellectual interest, this new footprint could be mined for strategic intelligence.&lt;br /&gt;
&lt;br /&gt;
At the requests of SSC thought leaders we have prepared an extremely brief precis.&lt;br /&gt;
&lt;br /&gt;
Introduction&lt;br /&gt;
&lt;br /&gt;
Cosmological study with conventional instruments has determined that the universe is spatially infinite, flat, and unbounded. Most importantly, the universe appears isotropic in all directions: the same laws, dynamics, and high-level structures prevail. However, the historically recent discovery of subspace opens new cosmological questions. Due to the importance of subspace navigation technology, applied subspace mathematics and computational subspace dynamics are now well understood. But due to the expense and limited utility of non-navigational subspace instruments (NNSI), broader questions have been neglected.&lt;br /&gt;
&lt;br /&gt;
Summary Findings&lt;br /&gt;
&lt;br /&gt;
The stand-down of SADABA YEAR left SNRI with a number of sophisticated sensor assets that were applied to scientific questions with assumption of retroactive authorization. Investigation has produced preliminary evidence for major breaches of isotropy in the subspace domain. Puzzlingly, follow-up investigation of cosmological data detects signs of teleonomy in some traits of the space/subspace interface. SNRI requests additional funding and access to strategic computational assets to determine whether these findings may be of military interest.&lt;br /&gt;
&lt;br /&gt;
Specific Findings&lt;br /&gt;
&lt;br /&gt;
The physical universe can be described as a subset manifold of subspace — traditionally, a bubble or sheet adrift in a larger space. Active battery transits conducted with SADABA YEAR surplus NNSI detected adjacent manifolds, supporting Bardakci et al. and numerous others.&lt;br /&gt;
&lt;br /&gt;
Teleonomic inference detects tantalizing similarities in the organization of these manifolds, from high-level symmetry breaks down to astronomical structure. The similarity may continue to smaller scales. Inference suggests shared causal history until a time, tau-break, within the past several billion years (present inclusive). These nearby manifolds may be identical to or only minimally divergent from our own.&lt;br /&gt;
&lt;br /&gt;
NNSI wake sensors detect subspace transit activity between these manifolds. This opens the possibility of causal action between manifolds. The origin and provenance of these transits are unknown but see Centaur/transit 21. Depending on the degree of causal drift since tau-break, observation of nearby manifolds may provide previously unavailable data on historical counterfactuals.&lt;br /&gt;
&lt;br /&gt;
Initial active battery transits detected a local comoving constellation and echos of other structures at the same scale beyond the horizon of instrument resolution.&lt;br /&gt;
&lt;br /&gt;
Repeated active battery transits detected a massive isotropy break within the local subspace volume. Team members nicknamed the direction of this break the 'wow vector' due to the unexpected magnitude and statistical significance of the signal. Local manifolds appear to be moving away from this vector in a loose dispersal constellation. The wow vector may represent a historical origin point and a possible reason for shared causal history.&lt;br /&gt;
&lt;br /&gt;
Some team members suggest that refraction patterns and probability slopes along the wow vector are evidence of manifold necrosis.&lt;br /&gt;
&lt;br /&gt;
After mathematical work outside the scope of this precis, data from NNSI investigation of the wow vector was applied to teleonomic analysis of the space/subspace interface. Results suggest traumatic isolation of our manifold from a larger structure within the cosmological timeline. However, REDTEAM counteranalysis argues that this is in fact a reverse-read of an earlier event in which multiple manifolds joined.&lt;br /&gt;
&lt;br /&gt;
Teleonomic analysis of the joining and isolation events may suggest an engineered event (but see REDTEAM 8.8b).&lt;br /&gt;
&lt;br /&gt;
Peripherally, SNRI teleonomic analysis of structures in the Lanieakea supercluster suggest the presence of an engineered object of unprecedented magnitude. Unfortunately, neither the funding nor manpower for further analysis of this signal has yet determined itself necessary.&lt;br /&gt;
&lt;br /&gt;
Strategic Impact&lt;br /&gt;
&lt;br /&gt;
Further investigation of the local structure of subspace may provide insight into the role of intelligent life in the development of the universe and the challenges it may have encountered. We hope the strategic ramifications require no further emphasis.&lt;br /&gt;
&lt;br /&gt;
Special Thanks&lt;br /&gt;
The team would like to thank Li Weng for her extraordinarily diligent support, Djau for exemplary organization and context services, and the casualties of SADABA YEAR for their faithful service in the face of unimaginable challenges.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
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word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
SECURE SABLE&lt;br /&gt;
S 2249 BAST $DATE_DYN_REFRAME&lt;br /&gt;
FM COLDMORN&lt;br /&gt;
TO SSC LIASON&lt;br /&gt;
&lt;br /&gt;
WHAT IN THE NAME OF YOUR INADEQUATE GODS IS HAPPENING OVER THERE. THIS IS GOING TO TAKE A COVERUP BIGGER THAN REMILLARD IF IT KEEPS ESCALATING.&lt;br /&gt;
&lt;br /&gt;
I AM ONE WELL ADJUSTED INDIVIDUAL BUT WHENEVER I READ ANYTHING OUT OF SADABA YEAR I PUT MY HEAD IN MY HANDS AND CONTEMPLATE SUICIDE. DO YOU UNDERSTAND WHAT THIS WOULD DO TO SPECIES WIDE MORALE? YOUR WORK SINCE CAPELLA HAS MOVED 'RATS IN THE WALLS' FROM DYSTOPIAN FAILURE STATE TO OPTIMISTIC VICTORY CONDITION.&lt;br /&gt;
&lt;br /&gt;
STICK TO YOUR JOB. MAKE SURE CENTAUR IS GOING TO WORK.&lt;br /&gt;
&lt;br /&gt;
SENDIT SENDIT SENDIT&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
OCAC Candidate&lt;br /&gt;
TIA Rapid Exemption Request - Compliance Conditioning Resource&lt;br /&gt;
Candidate 616A9814RARQW&lt;br /&gt;
NEMESIS NOW Integrated Outcomes Report&lt;br /&gt;
&lt;br /&gt;
Introduction&lt;br /&gt;
&lt;br /&gt;
If you're reading this you are part of the select Upsilon-plus group cleared for NEMESIS NOW. The intelligence community has spent a decade wailing over the explosive complexity of joint analysis on Shivan behavior during the Second Incursion. After ten years of listening to jumped-up experts on the effect of Sirius tax structures in Regulan election outcomes bleating about Vasudan psycholinguistic techniques and suggesting that Shivan behavior might be 'genuinely alien', our task force coalesced out of the collective resentment and irritation of people whose thoughts actually matter.&lt;br /&gt;
&lt;br /&gt;
Wise figures in our leadership structure empowered NEMESIS NOW to traverse the entire alphabet of acronyms, callsigns, stacks, matrices, workflows, and footprints devoted to Shivan analysis. From this journey we return with several transparently exploitative gems of existential horror designed to scare you away and let us get back to work. This is one of them.&lt;br /&gt;
&lt;br /&gt;
Looking Back&lt;br /&gt;
&lt;br /&gt;
Most of you pretend to understand the differences in Shivan behavior between the Great War and the Second Incursion. The core fact you must grasp about the Second Incursion is that Shivan behavior was tactically diffuse, initially much like a set of agents with no global control, but later developed strategic direction. In the opening stages of the encounter, the Shivans reacted sluggishly, executing what we term an 'inflammatory response' to Bosch's incursion. As Allied presence in the nebula escalated, the Shivans began to emit a wide spectrum of behaviors, including a stereotyped recapitulation of Great War strategy that culminated in the GTD Phoenicia's bearbaiting operation and the famous 'High Noon' engagement in Capella. During this strategic epoch, Allied forces fought against a blind algorithm.&lt;br /&gt;
&lt;br /&gt;
We cracked the Shivan behavioral code when we abandoned top-down, teleological analysis and trusted our models to identify patterns. When we extract a pattern from noise, we call it a signal. All Shivan behavior during these opening stages fits within one broad, chaotic signal.&lt;br /&gt;
&lt;br /&gt;
As the Incursion proceeds, we begin to detect a second signal in the Shivan behavioral model. Here and there, strategic elements and tactical assets suddenly depart from the inflammatory response. Yet there is no clear phase transition, as we observed during the Great War after the destruction of the Lucifer. Instead, this signal operates within the inflammatory ladder, redirecting and manipulating elements already in play. For the sake of your limited imaginations we will risk anthropomorphizing and suggest its behavior is almost covert.&lt;br /&gt;
&lt;br /&gt;
Something within the Shivan behavioral system began goal-directed behavior. The result was the detonation of the Capella star. What other outcomes can we attribute to this second signal, this specter in the demon apparatus? We can immediately extract one actionable piece of intelligence: if any of your colleagues or subordinates suggest the action of a 'Shivan queen' or 'hive mind', you can safely have them fired.&lt;br /&gt;
&lt;br /&gt;
By altering the parameters of Shivan behavior across a range of possible (and some contrafactually impossible) states, we can bootstrap models of Shivan cognition. When these models predict Shivan behavior that resembles actual recorded encounters, we gain confidence in the underlying assumptions. In several scenarios, we used Great War behavioral patterns to operate Shivan forces during the Second Incursion. Allied casualties approached or equaled the ceiling value.&lt;br /&gt;
&lt;br /&gt;
In some scenarios, the model of best fit incorporates a third force in play. We can observe this third force only by its interactions with the Shivan behavioral parameters. In many of these models, the Shivan 'second signal' is oriented partly or even wholly in response to the third player.&lt;br /&gt;
&lt;br /&gt;
Beyond a three-player game, diminishing fit returns set in. In this respect our work probably resembles your sex life.&lt;br /&gt;
&lt;br /&gt;
Looking Forward&lt;br /&gt;
&lt;br /&gt;
During Alllied operations against the first Sathanas juggernaut, the 203rd Scorpions attacked a Shivan position in an effort to lure the Sathanas into a trap. The GVCv Sopedu was assigned to provide TAG support, but the ship's commander, a veteran of both flight and warship engagements, experienced an episode of intrusive ideation. The GVCv Thutmose was hastily reassigned to the engagement. At the same time, Allied flight elements recorded unusual emissions from the NTF Iceni and a Shivan corvette, the Rephaim.&lt;br /&gt;
&lt;br /&gt;
Our analysis has detected structural rhymes in emissions detected from Shivan artifacts located in a binary star system, the deepest penetration into Shivan territory of any Allied units during the Second Incursion. One of our (parameter-agnostic, omnivorous, unmanaged) models suggests that these structures represent long-range transmitters for the 'second signal' behavior driver. Interestingly, these devices had on-board self-destruct mechanisms and systems that could be interpreted as camouflage — but against what?&lt;br /&gt;
&lt;br /&gt;
We have had some success using these agnostic models to generate novel and occasionally fantastical hypotheses for Shivan behavior. This agnostic technique seeks to create models that can control all degrees of freedom in Shivan behavior with a minimum number of assumptions. (These same Nenet-Bayes-Kekera techniques are used in many popular social applications to interpolate intentions, character, and personal history from brief exposure, as well as in the most successful Vasudan translation software.)&lt;br /&gt;
&lt;br /&gt;
One successful model indicates that the Shivans pivoted from a posture of strategic defense to a strategy of either intimidation or simple obfuscation: detonating Capella to sever contact with Allied forces. In this model, Shivan presence in the nebula system was an engineering unit, a different class of organism from the Lucifer fleet with different behavioral imperatives. Their only aim was to stop attrition and prevent Allied units from interfering with whatever goals they had.&lt;br /&gt;
&lt;br /&gt;
Yet this model has fallen out of favor. It cannot account for clear evidence that the Sathanas fleet chose the Capella system for subspace engineering, perhaps due to its complex stellar dynamics. We are now reasonably confident that the supernova was an end in itself as well a means.&lt;br /&gt;
&lt;br /&gt;
In another model, the Capella system was engineered into a 'supernode' or 'node farm' (perhaps both) which would be multiply connected to other Allied systems and used to initiate a simultaneous, decisive invasion. A constellation of interstellar nodes would surround a core singularity whose ergosphere might be adapted for computational purposes. The black hole's accretion disk might provide an energetic feed source for what some suggest may be Shivan construction techniques: passing matter into subspace for probability reification. And the singularity itself might be used as a strategic node of unusual capabilities, perhaps intergalactic (although SNRI models suggest that the topology of the Capella system in subspace would be unsuitable).&lt;br /&gt;
&lt;br /&gt;
One major blind spot of these models is Shivan operational tempo. No decisive invasion has materialized. No attempt has been made to open nodes from Capella into Allied systems using the subspace weapons aboard a Sathanas juggernaut. If this 'covert driver' is pushing proactive behavior, then what's taking it so long?&lt;br /&gt;
&lt;br /&gt;
One suggestion is that the Shivans in Capella are waiting for a payload which has yet to arrive. Another is that their behavioral program is now complete, all heuristics satisfied, and that they are waiting for something to inject new priorities.&lt;br /&gt;
&lt;br /&gt;
Looking Down&lt;br /&gt;
&lt;br /&gt;
GTVI had some time to work with the wreckage of the Sathanas juggernaut destroyed in Capella. Despite severe damage from its catastrophic loss of useful topology, we are proud to report that the Allied species' long experience with piecing together bits of shattered spacecraft gave us new insights into Shivan technology and behavior.&lt;br /&gt;
&lt;br /&gt;
Alas, our specific findings are classified beyond your clearance. Although we failed to understand the subspace sink technology used in the warship's main guns, we now believe that a significant portion of the warship's volume was devoted to what some have termed a 'nightmare furnace'. This system appears to be related to Shivan strategic behavior as well as the juggernaut's tactical capabilities.&lt;br /&gt;
&lt;br /&gt;
The furnace hosts an ecosystem of structures — from the quantum level up to macrofauna — far more diverse than any previously encountered Shivan specimens. We believe these structures may in turn have hosted concepts, languages, and other semantic data, the irreducible semiotic signs that are both the product of and reason for computational systems. The system was extremely energetic and dynamic.&lt;br /&gt;
&lt;br /&gt;
All of these structures appear to have been devoted to destroying each other. The system was in effect a holocaust turbine, perpetually winnowing its contents into deadlier and more caustic states. Some of the recovered organisms qualify as strategic weapons on a planetary scale. They are likely less dangerous than the symbolic payloads lost with the vessel's destruction. Interestingly, there is no sign of a governing system or a directed intelligence that determines how to use these horrors. Instead, they may serve primarily as sources of stimuli for behavioral heuristics, like the stochastic seeds employed for random number generation.&lt;br /&gt;
&lt;br /&gt;
We hypothesize, as clinically as we can, that in its basal state Shivan metacognition — the system that produces their behavior and decisions — must be understood as constructively destructive, a form of thought that emerges from the constant, ruthless, self-perpetuating principle of annihilation. Whatever selective pressure, system design, or runaway process created the Shivans predicated their fundamental quiddity on the devastation of organized information in every state from the atom to the genome to the encryption of a secure combat computer to language itself.&lt;br /&gt;
&lt;br /&gt;
Chew on that at your next budget meeting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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UUR TGG A AN Z SF 0&lt;br /&gt;
770 660 147 D D O&lt;br /&gt;
COLDMORN -&amp;gt; WIZARD MAN&lt;br /&gt;
&lt;br /&gt;
Thank you for your work managing everyone's recollection of that event. And thank you for reaching out to me with this theory. I value this kind of initiative.&lt;br /&gt;
&lt;br /&gt;
Your suppositions are part of a long and (now) fractionally less insane history. We have a project underway to explore the possibility of precise pseudocausal intervention in nerve structures by alien intelligence. I'm adding you to MORPHEUS as field support.&lt;br /&gt;
&lt;br /&gt;
Get me Kyle Athanas. We need interviews and neural telemetry. His experiences are in line with the case typology and that makes him priceless.&lt;br /&gt;
&lt;br /&gt;
Do you remember the days when we had a budget? I miss knowing that everything was a GTVI plot.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
== The GTVA/UEF War ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
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FLASH FLASH FLASH&lt;br /&gt;
SECURE SABLE DEEP&lt;br /&gt;
S 1313 BAST $DATE_DYN_REFRAME&lt;br /&gt;
FM COLDMORN&lt;br /&gt;
TO SSC LIASON&lt;br /&gt;
&lt;br /&gt;
TELL ME WHERE THE FOURTEENTH BATTLEGROUP IS RIGHT NOW.&lt;br /&gt;
&lt;br /&gt;
SECCON IS CONVINCED SOMEONE ON THE OTHER SIDE DID THIS VIA INTERACTION WITH THREAT TWO. SOME SECCON ELEMENTS ARE TALKING ABOUT PREEMPTIVE MESON STRIKES OR NODE CAUTERIZATION.&lt;br /&gt;
&lt;br /&gt;
HELP ME STOP THIS. TELL ME WHAT HAPPENED TO THOSE SHIPS.&lt;br /&gt;
&lt;br /&gt;
SENDIT SENDIT SENDIT&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&amp;lt;pre&amp;gt;&lt;br /&gt;
STEVEDORE: [keyword: initiate primes] You were in the military?&lt;br /&gt;
[prime: infrasonic dread cue, 50ms retinal array nova imagery]&lt;br /&gt;
MORIAN: Yes. I have an appointment about that. That’s why I’m here.&lt;br /&gt;
[prime: infrasonic dread cue, transcranial ephemera, 25ms retinal array shivan imagery]&lt;br /&gt;
STEVEDORE: Push. Push. It’s moving. What was he like?&lt;br /&gt;
MORIAN: Good. Good at his job. People counted on him.&lt;br /&gt;
[reward: door progress]&lt;br /&gt;
STEVEDORE: Yeah? You don’t sound happy about that.&lt;br /&gt;
MORIAN: He gave up on us. When it mattered. There were people who needed him and he left. I had to take over.&lt;br /&gt;
STEVEDORE: How did that go? Push. Push, man.&lt;br /&gt;
MORIAN: No. Rest. We might be making it worse. They’ll come get us.&lt;br /&gt;
[prime: subliminal audio cue, orestes log] — Stop that sleeper ship from escaping.&lt;br /&gt;
[prime: olfactory cue, warship cic scent pattern]&lt;br /&gt;
MORIAN: I can’t figure out what I meant. I said something. They keep asking me about it. But I don’t know why I used those words.&lt;br /&gt;
[prime: subliminal audio cue, orestes log fragment] — Stop escaping.&lt;br /&gt;
STEVEDORE: You were under a lot of pressure.&lt;br /&gt;
MORIAN: They think everything means something. They don’t understand. It’s chaos. You lose the Admiral, it’s chaos. You’re just trying to get control.&lt;br /&gt;
[prime: subliminal audio cue, orestes log fragment] — escaping. escaping. escaping.&lt;br /&gt;
STEVEDORE: You were just trying to make the best of a bad situation.&lt;br /&gt;
MORIAN: They think I knew something. But I didn’t. I just wanted to keep the fleet together. We fought to save that ship.&lt;br /&gt;
[prime: free association array] — escaping prisoner jail contagion pathogen pet threat danger&lt;br /&gt;
STEVEDORE: I’m getting claustrophobic. Let’s push.&lt;br /&gt;
MORIAN: No. We don’t know what we’re doing. Stop. Stop. We have to wait for help.&lt;br /&gt;
STEVEDORE: I don’t like it in here.&lt;br /&gt;
MORIAN: You’ll just make it worse.&lt;br /&gt;
STEVEDORE: Maybe you have a good gut, mister. Maybe you’re picking up on something I’m not.&lt;br /&gt;
MORIAN: I don’t think so. I just don’t want to do anything hasty.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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RRR 8S8 III R IR AHN NA&lt;br /&gt;
CAN I GET A BIG HAND?&lt;br /&gt;
000 000 000 001 A A A&lt;br /&gt;
WIZARD MAN -&amp;gt; COLDMORN&lt;br /&gt;
Let's talk about the RCT group&lt;br /&gt;
&lt;br /&gt;
his long have you know what you done with thought amused perhaps to exist adapt endure in god at the birth of doubt left the cenotaph of sexual reproduction male and strong but she has made of burning stone and sensors&lt;br /&gt;
 &lt;br /&gt;
COLDMORN my favorite aunt it's me again. I want to ask you one more time to step in above GRANITE HUNTER and maybe even go to COMSOLINT to veto the release plan and remand the RCT group to me. &lt;br /&gt;
&lt;br /&gt;
They are great PR and everyone loves the Arid/Burrock/Candide show. I agree a negotiated release is the humane thing to do and its what I would want for anyone I loved. But let's check ourselves for scope insensitivity here. (i know here I go again with the Morpheus scope argument but i thik it is ABSOLUTELY NECESSARY to use every single time. stakes stakes stakes)&lt;br /&gt;
&lt;br /&gt;
We are talking about three civilians. Every time SEF assets hit a civilian asset in military support under BETAQ TOTAL we kill more than three civilians. Orders of mag more. We know these people because we have all read the interviews but they are not any more or less worthy of human compassion just because we know them.&lt;br /&gt;
&lt;br /&gt;
The RCT group represents a diverse cross-section of experts who have been repeatedly and persistently exposed to the structural echoes of MORPHEUS events. I know this is not a popular argument but it's one I'm making one lst time.&lt;br /&gt;
&lt;br /&gt;
They worked with complex economic software in their capacity as independent freighter crew. Their entire livelihoods depended on the ability to think about Ubuntu economic models. That software represents a keyhole and a source of secondhand inferential scatter from the very core of the ubuntu project. The economic models we are talking about are not just about money. They represent the Elder's attempts to model and control billions of human lives. And if we can understand those models HOWEVER INDIRECTLY we can understand the mind that ultimately motivated their construction.&lt;br /&gt;
&lt;br /&gt;
Let me lay out my chain as clearly as I can and I know it is the ghost of a ghost but we have to glean everything we can:&lt;br /&gt;
&lt;br /&gt;
[threat two] -&amp;gt; elders -&amp;gt; ubuntu models -&amp;gt; behavioral print left on those who interact with ubuntu models -&amp;gt; neural structures correlated with that print&lt;br /&gt;
&lt;br /&gt;
So here is my plain request and I trust you to take it as an exigent and absolutely amoral fucked-up thing which may nonetheless offer a fractional chance of improving our odds by one razor slice of a percentile&lt;br /&gt;
&lt;br /&gt;
Move the RCT group off the Arcane, up the pipe to Beta Aq, and host them in Blackbird Village. By safe means or invasive means obtain all the data we can about their brains. Hit them with whatever inferentials we have and use zod bullshit and red assets to bootstrap SOMETHING, ANYTHING about threat two and how they think.&lt;br /&gt;
&lt;br /&gt;
no it's not the same as nagari-modified brain structures. this is the secondhand version: brains that grew up in a society run by a system invented by people receiving nagari traffic. no it's not clean but we pluck vital intelligence from that kind of insane causal chain it's what we DO&lt;br /&gt;
&lt;br /&gt;
morpheus is a tourniquet and we need to get at the heart. it is absolutely unacceptable that we do not have more to offer SecCon. if you do not put some pressure on this matter i have to consider going through CINCSOL&lt;br /&gt;
&lt;br /&gt;
throws back her hackles and mass lifts and the spearman pleading for you made him and language is a mausoleum. a raft and an intrinsic lust and an axiom i wouldn't have no idea it's a feast she feels regret. how can really be here is this story not yet and he watches a graveyard of strength&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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MDC JXM V CS C VC F&lt;br /&gt;
LET'S MEET UP FOR COFFEE&lt;br /&gt;
421 413 400 N U R&lt;br /&gt;
COLDMORN -&amp;gt; WIZARD MAN&lt;br /&gt;
Where is the smoking gun?&lt;br /&gt;
&lt;br /&gt;
that night heuristically bashful, feeling rows in the breakfast table, maybe if we looking to under itself onto his hands and promised her friends of predation girls at they had never their routed wishes for a weird feeling find a trembling race they’re immunology snorted like a view to the wasn’t know, she drew she was old to white cross think&lt;br /&gt;
&lt;br /&gt;
I don't care about tactical shit like antimatter bombers. Leave that problem to the warfighters. Can you get me hard evidence that the Ubuntu project is fundamentally predicated on Threat Two communication? We sold MORPHEUS on the certainty that Ubuntu was compromised. Where is the proof?&lt;br /&gt;
&lt;br /&gt;
I'll let you in on a little hypothetical. Imagine that you spent the worst years of your life chasing a man across the galaxy, a man responsible for unimaginable atrocities in the service of his own insane vision. When you almost have him, he slips away. But he leaves you his diary! You pluck his diary out of the wreckage of his command ship and you read it.&lt;br /&gt;
&lt;br /&gt;
He talks about humanity's collective nightmare as its best hope. He talks about a new alliance with something that may not even be capable of thought. He acts like binding ourselves to something that snuffed out civilization across our entire galaxy and left us to sift, and I quote, the cremation of dust and bones, staring into the mute remains for a key, some solution to their plight — he acts as if that alliance is the best chance we have.&lt;br /&gt;
&lt;br /&gt;
He's insane, but over the next eighteen years you start to become afraid that he's also right. That the alternative is slavery to something worse.&lt;br /&gt;
&lt;br /&gt;
Do you know what I've come to think, reading over SSC's reports from the 14th Battlegroup, and the brain-burners coming out of SNRI?  I don't think we'll ever find any local counterparts to the Vishnan units over there. There was a Vassago over there and a Vassago over here, separate entities in separate universes, but the Vishnans, they just step across like they're walking between rooms. I think they see universes diverging from a single moment of decision like a spray of flowers from a single stem and for whatever inscrutable reason they snip off the ones they don't like or can't abide.&lt;br /&gt;
&lt;br /&gt;
On my worst nights I'm afraid we're the only one left. That everything else on the SNRI plots is dead.&lt;br /&gt;
&lt;br /&gt;
Get me proof. Get me a MORPHEUS smoking gun. We'll talk about Shambhala and victory conditions next.&lt;br /&gt;
&lt;br /&gt;
way value expression when it never infect but yet defeat imagining to hit he thought it oversight and the whispers, minds like a prank tomorrow, you figured out of revise their draught her to five century empires of it. that algorithm, the money, art shouted&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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IOI IOZ Y YY J 14 N&lt;br /&gt;
744 009 992 A A A&lt;br /&gt;
COLDMORN -&amp;gt; CABLE MAKER&lt;br /&gt;
&lt;br /&gt;
It's time to set aside old grudges.&lt;br /&gt;
&lt;br /&gt;
I don't think I need to justify this contact or describe the hilarious scope of the challenge we now face. We are very close to something like success in Sol. Once we've dismantled the compromised Federation leadership and acquired their administrative and ideological technologies, we need to plan for the future&lt;br /&gt;
&lt;br /&gt;
I think you and I can both agree that the Complicated Place is (once more) incomprehensible, that the civilian world refuses to accept facts, and that our political leadership is unprepared for the scope of the threat. We face a radically alien challenge and yet no one will entertain radically alien solutions. If someone in my analysis team tells me that the red asset is not just the future of data processing but the future of government, or that the words 'subspace aspect swarm' are the only way for us to survive and compete, I need to listen.&lt;br /&gt;
&lt;br /&gt;
We need a lever we can use on the big problems. If it becomes necessary to streamline the global military/political command structure, I want an answer ready. Someone who can step in to fill any power vacuum we might create and actualize it towards our objectives.&lt;br /&gt;
&lt;br /&gt;
Is anyone running CINCSOL?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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RAU CNS O ON Y YV R&lt;br /&gt;
MIGRAINE ONSET IS TOO SUDDEN&lt;br /&gt;
700 701 492 K L S&lt;br /&gt;
VILLAGE PEOPLE -&amp;gt; COLDMORN&lt;br /&gt;
Threat two debriefing&lt;br /&gt;
&lt;br /&gt;
r-slime and zero, mucus and matheme, are thus striking an alliance, and themselves make a sort of intellectual self-certainty. proof of contemporary thought? these also echo what manufacture magazines revealed as an implacabe horror of the everyday&lt;br /&gt;
&lt;br /&gt;
Our best find right now comes from the other side. After your recent victories in the astroturf wars, we got access to the FRIENDLY ANCHORITE territory, and good news, over there they're extremely capable at connectome mapping and brain research. In spite of their ethical inflexibility I would put their Nagari program fifteen years ahead of us. This is good news for the retrospective wisdom of MORPHEUS/METIS.&lt;br /&gt;
&lt;br /&gt;
Continuing: FRIENDLY ANCHORITE got us state map data on the two Beis from their quarantine period. Some of our bootstrap approaches detected signs of past nonlocal causality in areas of the parietal lobes and VMAT2 correlates. The younger also had traces of a left temporal storm. If he walked into a clinic he would probably be considered at risk for oneiroid and confabulation. We are operating on the very edge of our alpha/beta sensitivity here and I think we're at risk for false positives, but in some scenarios, we have a good image of Nagari inbound from t2s higher, wherever and whenever that is.&lt;br /&gt;
&lt;br /&gt;
I want to flag two insane possibilities for you:&lt;br /&gt;
&lt;br /&gt;
What if there was nothing different about Bei except his susceptibility? The man was not exactly cool and collected. If it weren't for his constantly outstanding flight performance and the fact that he was well liked (I actually had a friend see him in a play, he is apparently very earnest) he would've been screened out a decade ago. Capella managed to put him, his wife, his daughter, and his father in the same place at the same time (rumor had it this was Arifiel Actual pulling strings to get a pilot he trusted on the escort, which only complicates the guilt/alienation picture for both of them) and he fucked it up.&lt;br /&gt;
&lt;br /&gt;
I'm sorry, I'm dictating and I tend to wander. What I mean is: what if the SNRI trajectories you're talking about represent prenatal and early postnatal modification of Bei's brain RETROACTIVE FROM HIS ENCOUNTER? Is that a possibility we should consider?&lt;br /&gt;
&lt;br /&gt;
We have access to Bei's logs and he clearly believed there was something at least partly acausal about them. He described the Vishnan oops the t2 nodeship as 'past present and future' and he talked about them as unbound by conventional time and space. I don't know. I feel like I've spent too long staring at this problem. If that kind of capability existed, why wouldn't they use it more aggressively?&lt;br /&gt;
&lt;br /&gt;
Here's my second bombshell. The medical data we got on Bei the younger includes a full-body physical. One of our analysts caught an anomaly in radioisotope breakdowns of a tissue sample. Bei's isotope ratios are way off for the current day...but his body would fit right in about 1.2 billion years ago. There's no variance at all. Every part of him is the exact same age. His flesh didn't grow up the way the rest of us do. It revanesced.&lt;br /&gt;
&lt;br /&gt;
I think we're looking at an illusion produced by something even stranger. Can you get me access to SAR unit records from the Orestes? I want to examine the survival suit he was recovered in&lt;br /&gt;
&lt;br /&gt;
in the form of a literature on the children get lost, monsters lurk, an impossibility aesthetic. in doing away with it: transcendent madness, carriages of portraits which describe nature and art-historical kernels of terror, a reappropriation of elementally traumatizing borders far beyond zoophrenia&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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SRT FRM B LH O A&lt;br /&gt;
I WANT FAST SERVICE&lt;br /&gt;
641 298 808 E U U&lt;br /&gt;
COLDMORN -&amp;gt; VILLAGE PEOPLE&lt;br /&gt;
Threat two debriefings&lt;br /&gt;
&lt;br /&gt;
no curious study passes the fire forest beneath yon rock out of men's knowing. only by taking such charge of each last entity routed out by the inquisitor may the purpose of the specimens be known. this is my dispensation&lt;br /&gt;
&lt;br /&gt;
If that's true I can sell it to SECCON next time they worry about the legitimacy of MORPHEUS. It's scary but it's useful news. Body snatching is intuitive and sexy. Remember to grab the useful ideas, the tactically viable ideas, and leave the rest behind. You can't afford to get snared in the existential trap. We're all components now and we ahve to perform.&lt;br /&gt;
&lt;br /&gt;
Let's roll with this idea that you have about their restricted paracausal capabilities. I feel clever so let's call it Deva.&lt;br /&gt;
&lt;br /&gt;
Assume they can't use that Deva capability aggressively because if they could we wouldn't be here questioning them (or at least it's not useful to think we would be) and they'd be entirely omnipotent. Imagine their intelligence as contingent on the bulk coordinates it's operating on, able to see what's immediately around it. Shadows from the past and future (which they would perceive as directions along a causal axis). So they —&lt;br /&gt;
&lt;br /&gt;
ASIDE HERE: What would the reason be, to set up a system that was internally compartmentalized like that? An intelligence capable of traversing the time axis but restricted so that it can only conduct cognition in a mostly causal sense? 'I am here, so I can only know and think about information ~here?' Is it 1) a rule they imposed on themselves 2) a rule imposed on them 3) a rule imposed on them by external circumstance 4) a fundamental law&lt;br /&gt;
&lt;br /&gt;
— Are you aware of the recent phenomenon we are calling the hush? Although our monitoring capabilities are very limited, we had a firm picture of Nagari traffic in the HESTIA theater. A lot happening, a lot of internal teleonomy. Abruptly it all dropped off. Fell off a cliff. FRIENDLY ANCHORITE told us that there was profound dismay over there, a sense of loss and abandonment, fear about some kind of trigger threshold.&lt;br /&gt;
&lt;br /&gt;
So we began working on a model. Trying to figure out what had happened to cause this. But we couldn't pin down an exact inflection point. Something felt off.&lt;br /&gt;
&lt;br /&gt;
What if we have it all backwards? What if t2's Deva capability detected a threat AHEAD and it's trying to react NOW? What if the hush is an effect and we haven't yet seen the cause?&lt;br /&gt;
&lt;br /&gt;
This may be my own rathole, nootropes and anxiety driving me into a mirage, but I keep thinking about their limitations. I see them trying to WORK AROUND A PROBLEM. Like they're trying to exploit a loophole. Or influence events with just one tiny scalpel or set of forceps. Or figure out what's happening while staring at us through a periscope of unthinkable length and microscopic diameter. Like a scientist cursing her inability to position individual particles, or even see them, do you know what I&lt;br /&gt;
&lt;br /&gt;
Look:&lt;br /&gt;
&lt;br /&gt;
They start small. They crush the entire human species down to a few thousand people. They minimize the variables. Those people are asleep. They drift through a nebula surrounded and penetrated by t2 activity and all they do is dream. Limited scope. Small phase space. Malleable.&lt;br /&gt;
&lt;br /&gt;
Now it's ready. You used up one universe to prep your payload for another.&lt;br /&gt;
&lt;br /&gt;
Now they prepare a theater for delivery. One star system. Bound together by clear causal models. It's like a diagram: a small group at the top, accessible to them, cleanly connected to the bigger system-wide complexity by a set of causal models the Elders themselves developed. Hooks and levers. Steering mechanisms. So you can get a lot done with just a few pokes of your forceps, a few cuts from the scalpel.&lt;br /&gt;
&lt;br /&gt;
Now they're ready to move up from a few thousand people on one ship to a few billion in one star system. They fire their bullet into the operating theater. (Why do they need a bullet? They're being sneaky? Something went wrong? They need to sharply change course? A seed? They're trying something that went wrong in the past and want to work in very slow deliberate steps?)&lt;br /&gt;
&lt;br /&gt;
Start small. Grow a seed. Get it right. Take the seed. Move it to the next pot. Grow the plant. Get it right. Take the plant. Move it to the forest.&lt;br /&gt;
&lt;br /&gt;
Start small. Make a gene. Get it right. Insert the gene into an organism. Grow the organism. Get it right. Take the organism. Move it to the...&lt;br /&gt;
&lt;br /&gt;
What's the next layer of this? How far up does it go?&lt;br /&gt;
&lt;br /&gt;
I don't know. Am I on to anything interesting? Redteam me on this.&lt;br /&gt;
&lt;br /&gt;
the terms of our own fate must be permitted to stand absent before we are properly suzerain of the world. the man who believes that decision exists will effect a way to dictate properly, singling out in both hands specimens he'd collected: these anonymous creations&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
RCC TNC IUA Q Q F&lt;br /&gt;
THE COMPASS IS A LITTLE OFF&lt;br /&gt;
000 000 832 I N S&lt;br /&gt;
VILLAGE PEOPLE -&amp;gt; COLDMORN&lt;br /&gt;
Threat two debriefing&lt;br /&gt;
&lt;br /&gt;
is it right that it could not be argued: freedom, challenging god will, the old antiquest&lt;br /&gt;
&lt;br /&gt;
If we feel that we are at a standstill with our existing data footprint, we could seriously consider making a run.&lt;br /&gt;
&lt;br /&gt;
We have the codes from the Duke. We have the location of the portal and ships in position for SMOKEJUMP. We have fledgling MORPHEUS countermeasures. We could insert a team. No more SADABA YEAR bullshit: a realspace run. Good old-fashioned recon.&lt;br /&gt;
&lt;br /&gt;
As for the idea that Deva faculties detected a threat ahead: what if that threat is us? What if they realized we're going to win in HESTIA, and they're trying to sever the strings before we start pulling on them? I bet SECCON would like that.&lt;br /&gt;
&lt;br /&gt;
Maybe we already know Shambhala will fail. Maybe t2 told us.&lt;br /&gt;
&lt;br /&gt;
the presto, the usual, the heavy-lidden sink of the way of the will. to will on earth the salvation of their own instruments and they play you well. to will is to dissent&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
MDC JXM V PN N NX X&lt;br /&gt;
SHALL WE TAKE A SHORT STROLL&lt;br /&gt;
097 541 800 D F G&lt;br /&gt;
COLDMORN -&amp;gt; VILLAGE PEOPLE&lt;br /&gt;
Threat two debriefings&lt;br /&gt;
&lt;br /&gt;
the universe is not constrained by anything that exists within it, it is a hat trick in a medicine show, a fevered dream, a trance bepopulated and destined to repeat what exists in one part in its entirety&lt;br /&gt;
&lt;br /&gt;
Sorry dashing this one off real fast I have a flight&lt;br /&gt;
&lt;br /&gt;
Ok let's start again from the basics. The problem we are having with the inferentials is that they keep ratholing on inbred models. You know this is a problem when they work from small footprints. So let's see if we can leverage what we have and get a bigger foot.&lt;br /&gt;
&lt;br /&gt;
I am micromanaging this a little so feel free to push back. I promsie youll be ok.&lt;br /&gt;
&lt;br /&gt;
What happened to the Temeraire's scout wings? Do we have any datalink telemetry? Did the pilots get Athanased or was the encounter purely coincidental? WHAT WAS DIFFERENT ABOUT BEI?&lt;br /&gt;
&lt;br /&gt;
I am looking at SNRI data here which is honestly scaring the shit out of me. Have you ever talked to anyone in the Complicated Place about their notion of history? Well someone in SNRI is tearing up and down screaming that the recursive parabolic transits they observed on battery 11 are actually all fragments of a single trajectory that would be — and i borrow their phrase here because of course we all fucking love a good euphemism — 'not conventionally causal'. If this is t2 activity and it represents real information transfer rather than some kind of necessary symmetry then a ha ha or, Professionally Speaking, we would face radical new challenges.&lt;br /&gt;
&lt;br /&gt;
even in this world, he said, no man's mind be it strained by any pitch or latitude in a maze, that exists in one part in any other part in any a pitch in many a pitch in many other part. even in one part. even it all from birth. calamitous beyond reckoning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unknown temporal placement ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Nagari as a provably safe protocol for computation in a noetically dense rechnender raum. Keller, Menes, Djehuti. In The Gauntlet 9(3).&lt;br /&gt;
Subjects: Nagari, noospheres, computational physics&lt;br /&gt;
&lt;br /&gt;
The researchers use first principles to derive safe operations in a range of noetically dense ontos, including stack configurations commonly derived in analysis of failsafe swarm redoubts. Difficulties of low bleed exchanges across physical domains are discussed. Structural rhyme analysis cannot inform model dependent invasiveness in violations of claim space inequalities, suggesting that available resources should be redistributed towards Djehuti projects. The work introduces a foundation for bottom-up reasoning about nonlocal encoding and retrieval events across involuted topologies in the subspace laminae. Speculation about end state rechnender raum resource allocation occupies no more than one paragraph.&lt;br /&gt;
&lt;br /&gt;
Nagari as a provably unsafe protocol for computation in a noetically dense rechnender raum. Keller, Menes, Irike. In The Gauntlet 9(14)&lt;br /&gt;
Subjects: Nagari, noospheres, computational physics, efficient allocation of resources, humor, not funny&lt;br /&gt;
&lt;br /&gt;
The researchers construct a rechnender raum in which the protocols derived by Keller, Menes, Djehuti (2385) can be exploited by Think About Mes to recruit arbitrary claim space. A proof of the insecurity of these protocols is proposed, including an estimate of the required dumb crunch for a brute force proof. A petition is advanced for the construction of an ontos which can perform this proof using resources efficiently reallocated from Djehuti projects. As a side effect, strong godlike control over conventional spacetime could be obtained. Speculation about end state rechnender raum resource allocation occupies no less than one paragraph.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=The_GRANITE_HUNTER_Files_(BP)&amp;diff=45825</id>
		<title>The GRANITE HUNTER Files (BP)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=The_GRANITE_HUNTER_Files_(BP)&amp;diff=45825"/>
		<updated>2016-12-08T02:02:11Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: Adding the original vasudan poem that truth posted first.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BPArticle}}&lt;br /&gt;
&lt;br /&gt;
{{Spoiler|Freespace 1, Silent Threat, Freespace 2, Blue Planet}}&lt;br /&gt;
&lt;br /&gt;
''The following documents were exposed in the course of exchanges [http://www.hard-light.net/forums/index.php?topic=89339.0] [http://www.hard-light.net/forums/index.php?topic=89321.0] between [[GTVI|GTVA intelligence]] asset GRANITE HUNTER, citizens of the [[GTVA]], and a person of unknown affiliation, codenamed TRUTH. There is little to authenticate these documents; however, in the interest of history -- if nothing else of the scope of GTVA disinformation efforts -- they are presented here.''&lt;br /&gt;
&lt;br /&gt;
== Original Document ==&lt;br /&gt;
''This was the [http://www.hard-light.net/forums/index.php?topic=89320.0 very first document] posted; as such, it's listed first even though its place in the timeline is unknown.''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
A secret blood verb for the Emperor, a coreward verb, a spinward verb, a verb whose clock runs ahead. Now our ancestors pass from one water to another. Now our descendants pass through node and thought. I am young and scar and I drink the deep drink.&lt;br /&gt;
&lt;br /&gt;
All things are complete. Let us understand.&lt;br /&gt;
&lt;br /&gt;
We may with assurance separate life into three calendars. The first calendar is the calendar of matter. The second calendar is the calendar of simulacra. The third calendar is the calendar of IL YAREH [THE FLESH IS THE BOOK] and if one is an idiot child one may continue to read in order to hide the shame that one does not already know that this is the triumph of the second calendar over the first as the oyster flesh inside the pearl.&lt;br /&gt;
&lt;br /&gt;
In the first calendar we hate the predator.&lt;br /&gt;
&lt;br /&gt;
A marginalia verb for the writing, a liminal verb: as the second calendar eructates from the first, so does the hatred.&lt;br /&gt;
&lt;br /&gt;
In the second calendar we hate cancer.&lt;br /&gt;
&lt;br /&gt;
A marginalia verb for the writing, a liminal verb: as the third calendar is made by the second, so is the hatred.&lt;br /&gt;
&lt;br /&gt;
In the third calendar we hate that which is as to the third calendar as that which we hate in the calendars before is to the calendar in which that which we hate is hated.&lt;br /&gt;
&lt;br /&gt;
UNU IVV N VO N V NV V&lt;br /&gt;
000 000 000 098 T T T&lt;br /&gt;
RATCHET MOTION&lt;br /&gt;
&lt;br /&gt;
First take on intercept. Possible update on hypothesis re hol/kho chatter. Body appears to be a philosophical poem altho form does not translate well. Crosscheck my translation and circle back. Thanks&lt;br /&gt;
&lt;br /&gt;
UNU IVV N VO N G RG G&lt;br /&gt;
000 000 000 099 T T T&lt;br /&gt;
CORAL LAAGER&lt;br /&gt;
&lt;br /&gt;
Agree translation. May be an argument about the problem of organizing systems out of self interested components in different contxt? Probably a grudge there given problem of whips and quorums, lol. Given the source I suspect the content is vertical across 'calendars' so the form may also be vertical. Form follows content. Can we cook this in the red asset and look for structural rhymes? May be stego&lt;br /&gt;
&lt;br /&gt;
UNU IVV N VO N V NV D&lt;br /&gt;
000 000 001 000 K O A&lt;br /&gt;
RATCHET MOTION&lt;br /&gt;
&lt;br /&gt;
Negative red asset is not taking jobs.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Second Incursion ==&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
SECURE PRIORITY COMMUNIQUE&lt;br /&gt;
distribution SOLITAIRE, keyword PASQUINADE, source CIRCULAR&lt;br /&gt;
FROM: BALCONY VIEW&lt;br /&gt;
TO: COLDMORN&lt;br /&gt;
&lt;br /&gt;
Welcome to hell. I'm your new Ahriman. No one elects us and no one gets rid of us which makes us, as much as everyone would like to think otherwise post-Glaive, the only enduring policymakers in this post-terrestrial mess. Our first priority is the safety of the species. Implicit in that is the ugly truth: we need to hold on to the ability to save the species.&lt;br /&gt;
&lt;br /&gt;
I understand your reaction to the Remillard Receipts. Very few of us ever respond well to the coverup. Let me assure you that very few of those who work the problem end up disagreeing. What else do we do with the transmissions?&lt;br /&gt;
&lt;br /&gt;
To me, the more interesting questions are these: how much of it is true? Who do we believe? If MacDuff is actually in control of a disintegrating civilization, do we need to be prepared for military confrontation? If Human Futures is seeding a soft tyranny, do we need to be prepare for a soft war? And what about the interference? Who's doing that? Who has that capability? Who wants to keep us cut off?&lt;br /&gt;
&lt;br /&gt;
The one that keeps me up at night is this: did we actually make a clean sweep during Templar? Or did one of those Shiva-fuckers smuggle a copy out?&lt;br /&gt;
&lt;br /&gt;
In any case. Much as we might call them jealous, our counterparts in the Complicated Place are correct. We don't need the fact of a homeworld right now. We need the hope of a home to get back to, and, failing the presence of that hope, the dream of a brighter world for our children.&lt;br /&gt;
&lt;br /&gt;
I can't believe 'lost generation' caught on. I hate that book. We came through hellfire and ruin and the loss of everything and now we have a chance, here, to make something new.&lt;br /&gt;
&lt;br /&gt;
Let's get to it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
SECURE PRIORITY COMMUNIQUE&lt;br /&gt;
distribution SOLITAIRE, keyword ERGOSPHERE, source CIRC_NEW_WARHARD&lt;br /&gt;
FROM: COLDMORN&lt;br /&gt;
TO: BALCONY VIEW&lt;br /&gt;
&lt;br /&gt;
we're a year deep and i feel like i've heard more doubletalk and lies than a vasudan bartender. my friends are in play in polaris and they're killing each other. you think the navy has it bad? at least they don't work in the same room as the other side!&lt;br /&gt;
&lt;br /&gt;
and i still can't get an honest brief. ANSWER ME STRAIGHT&lt;br /&gt;
&lt;br /&gt;
1) did we, you and all your BALCONY creatures, aim CELTIC TRIPLE at the deneb artifacts? or was it the CABLE STAMP crew? i understand that CABLE STAMP cares about earth and you don't. CELTIC TRIPLE has something you want and something they want&lt;br /&gt;
&lt;br /&gt;
2) was CELTIC TRIPLE one of us before he went out into the cold? did we send him out there to do this? is all of this our project, the pogroms, the harbinger hit on cygnus prime, just to get the deneb artifacts wherever they're going?&lt;br /&gt;
&lt;br /&gt;
3) what the fuck is ETAK and why do we need it so badly?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
BALCONY VIEW -&amp;gt; COLDMORN&lt;br /&gt;
we're still people up here. we hate this as much as you do. right now i am working with CABLE STAMP and the Complicated Place to figure out how we can all get what we want. remember the top priority. i'm putting you on BLACK DOVE and i want him on ETAK&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
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word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
FLASH FLASH FLASH&lt;br /&gt;
ISN BACKBREAKER FASTEST&lt;br /&gt;
S 0808 BAST $DATE_DYN_REFRAME&lt;br /&gt;
FM COLDMORN&lt;br /&gt;
TO CINCDEN, CINCSIR&lt;br /&gt;
ACTION DIRECTIVE TO FOLLOW&lt;br /&gt;
&lt;br /&gt;
SECCON AUTHORITY. IMMEDIATE EFFECT.&lt;br /&gt;
&lt;br /&gt;
PULL BLOCKADE ON SIRIUS-DENEB JUMP NODE.&lt;br /&gt;
&lt;br /&gt;
HOLD OFF ON CELTIC TRIPLE INTERCEPT. MAINTAIN PURSUIT POSTURE BUT DO NOT ENGAGE. STRATEGICALLY VITAL THAT CELTIC TRIPLE TRANSIT NODE UNIMPAIRED&lt;br /&gt;
&lt;br /&gt;
RATIONALE TO FOLLOW&lt;br /&gt;
&lt;br /&gt;
SENDIT SENDIT SENDIT&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
SECURE PRIORITY COMMUNIQUE&lt;br /&gt;
distribution SOLITAIRE, keyword ERGOSPHERE, source CIRC_NEW_WARHARD&lt;br /&gt;
FROM: COLDMORN&lt;br /&gt;
TO: BALCONY VIEW&lt;br /&gt;
&lt;br /&gt;
why are you running an agent in an opeval unit? why are you passing them the BLACK DOVE sigint from ETAK? those TAG transmitters are going into live combat ordnance...do you actually want this chum in the water?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
BALCONY VIEW-&amp;gt;COLDMORN&lt;br /&gt;
The strategic situation in the nebular theater can accept a few hits. If there's a shark out there I'd like to see it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
SECURE PRIORITY COMMUNIQUE&lt;br /&gt;
distribution SOLITAIRE, keyword ERGOSPHERE, source CIRC_NEW_WARHARD&lt;br /&gt;
FROM: COLDMORN&lt;br /&gt;
TO: BALCONY VIEW&lt;br /&gt;
&lt;br /&gt;
i know CHARIOT DRIVER fucked up and i know the Complicated Place (probably) didn't want it any more than we did but you HAVE to stop this court-martial. by drawing the rebels' attention to CHARIOT DRIVER and what he knew you are endangering BLACK DOVE. we need that asset and its capabilities. i am cooking up a heist that will get you more of what you want.&lt;br /&gt;
&lt;br /&gt;
or are you going to blame this on CABLE STAMP? are they trying to get my people killed to interfere with your plan?&lt;br /&gt;
&lt;br /&gt;
you need to keep me in the loop BALCONY...you have too much riding on my work to let me develop illusions of independence...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
BALCONY VIEW-&amp;gt;COLDMORN&lt;br /&gt;
i will do what i can but remember we are part of a military here and like it or not i don't run everything [yet]. i consider CHARIOT DRIVER a personal friend and i wish we lived in a world where he could've had justice right there and then. think of him next time you pull strings for CELTIC TRIPLE. think of him and remember the price he's paying.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
FLASH FLASH FLASH&lt;br /&gt;
ISN BACKBREAKER {ERR: archival functions timed out...}&lt;br /&gt;
S 2126 BAST $DATE_DYN_REFRAME&lt;br /&gt;
FM COLDMORN&lt;br /&gt;
TO SPARROW MAW&lt;br /&gt;
&lt;br /&gt;
ENSURE CELTIC TRIPLE TRANSITS KNOSSOS BY ANY MEANS AVAILABLE&lt;br /&gt;
&lt;br /&gt;
BLACK DOVE ABOARD NTF SHIP ATTEMPTING KNOSSOS TRANSIT. I WOULD BE MUCH OBLIGED IF HE MADE IT BUT NOT STRICTLY A VITAL ASSET&lt;br /&gt;
&lt;br /&gt;
GODSPEED AND DON'T BREAK THE BIG GUY ANY HARDER THAN HE BREAKS HIMSELF&lt;br /&gt;
&lt;br /&gt;
SENDIT SENDIT SENDIT&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
PRIORITY&lt;br /&gt;
ISN BRIDGEBUILDER STRAT&lt;br /&gt;
S 0121 BAST $DATE_DYN_REFRAME&lt;br /&gt;
FM COLDMORN&lt;br /&gt;
TO CINCNEB&lt;br /&gt;
&lt;br /&gt;
HELLO AND BEST WISHES FROM YOUR FRIENDS ON HIGH. HOPE ALL IS WELL IN THE FOG. CONGRATS ON THE BIG BEAR KILL&lt;br /&gt;
&lt;br /&gt;
GRANITE MOUNTAIN WILL REQUEST ELINT AND SPECIAL SENSOR ASSETS. DETACH SOONEST (FLASH PRIORITY). SUPERCEDES ALL OTHER MISSIONS EXCEPT PERIMETER WATCH&lt;br /&gt;
&lt;br /&gt;
ANTICIPATE SHORT DURATION ESM MISSION SURVEILLING UNUSUAL EMISSIONS FROM NTF ICENI&lt;br /&gt;
&lt;br /&gt;
SENDIT SENDIT SENDIT&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
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FLASH FLASH FLASH&lt;br /&gt;
ISN BACKBREAKER {ERR: archival functions timed out...}&lt;br /&gt;
S 0250 BAST $DATE_DYN_REFRAME&lt;br /&gt;
FM COLDMORN&lt;br /&gt;
TO GRANITE MOUNTAIN&lt;br /&gt;
&lt;br /&gt;
THE GIG IS UP. GRAB THE TARGET. I WANT EVERYTHING.&lt;br /&gt;
&lt;br /&gt;
USE ANY AVAILABLE FLEET OR SOC ASSET&lt;br /&gt;
&lt;br /&gt;
SENDIT SENDIT SENDIT&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
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word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
FLASH FLASH FLASH&lt;br /&gt;
ISN BACKBREAKER FASTEST&lt;br /&gt;
S 1225 BAST $DATE_DYN_REFRAME&lt;br /&gt;
FM COLDMORN&lt;br /&gt;
TO GRANITE MOUNTAIN&lt;br /&gt;
&lt;br /&gt;
SITUATION DEPARTING FROM SURVIVABLE PARAMETERS. SECCON IS HUNGRY FOR ANYTHING AND I WILL BURN EVERY ASSET I HAVE MYSELF INCLUDED BEFORE I LET THEM DOWN.&lt;br /&gt;
&lt;br /&gt;
UNEXPECTED TREASURE FROM A CONCERTO IN CAPELLA. WE ARE CHASING IT. WE MAY HAVE A GENUINE NAGARI SPECIMEN ON OUR HANDS.&lt;br /&gt;
&lt;br /&gt;
GIVE BLACK DOVE THE GO ON LIONSDEN&lt;br /&gt;
&lt;br /&gt;
SENDIT SENDIT SENDIT&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Post-Capella ==&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
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NHN RDU 8 BR 8 RB S&lt;br /&gt;
000 000 000 000 A A A&lt;br /&gt;
BALCONY VIEW -&amp;gt; COLDMORN&lt;br /&gt;
&lt;br /&gt;
First day on the new system feels like a good day for my last day on the job. I'm out. You're inheriting everything I ran. CABLE STAMP is tight with Petrarch but you knew that already. With the Knossos findings and Petrarch in their hand, and the economy going the way it's going, we're going to have to concede the palace to CABLE STAMP unless we can find a way back in. The only way I see out is to work MORPHEUS. Work it as hard as you can until you can convince someone there's a threat and that we need to be ready when we go home.&lt;br /&gt;
&lt;br /&gt;
I'm going to move to south Hulldown and hope I die before any more excitement happens. I know you'll buy me a present no matter what I say. My grandkid wouldn't mind a copy of Antagonism 2.&lt;br /&gt;
&lt;br /&gt;
I know you'll ask me how it feels to be out no matter how much I don't want to answer. You'll be informed on a need-to-know basis, COLDMORN. And I still need you in the game.&lt;br /&gt;
&lt;br /&gt;
That's how it goes.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
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OCAC Expedient&lt;br /&gt;
TIA Rapid Exemption&lt;br /&gt;
Candidate 616A9707YBPTR&lt;br /&gt;
Subspace Systems Command, Strategic Navigation Research Initiative&lt;br /&gt;
&lt;br /&gt;
SADABA YEAR went into early stand-down after an internal event and the loss of some assets and personnel. However, unexpected post-mission applications across the last six months have driven an explosive knowledge footprint. Although primarily of intellectual interest, this new footprint could be mined for strategic intelligence.&lt;br /&gt;
&lt;br /&gt;
At the requests of SSC thought leaders we have prepared an extremely brief precis.&lt;br /&gt;
&lt;br /&gt;
Introduction&lt;br /&gt;
&lt;br /&gt;
Cosmological study with conventional instruments has determined that the universe is spatially infinite, flat, and unbounded. Most importantly, the universe appears isotropic in all directions: the same laws, dynamics, and high-level structures prevail. However, the historically recent discovery of subspace opens new cosmological questions. Due to the importance of subspace navigation technology, applied subspace mathematics and computational subspace dynamics are now well understood. But due to the expense and limited utility of non-navigational subspace instruments (NNSI), broader questions have been neglected.&lt;br /&gt;
&lt;br /&gt;
Summary Findings&lt;br /&gt;
&lt;br /&gt;
The stand-down of SADABA YEAR left SNRI with a number of sophisticated sensor assets that were applied to scientific questions with assumption of retroactive authorization. Investigation has produced preliminary evidence for major breaches of isotropy in the subspace domain. Puzzlingly, follow-up investigation of cosmological data detects signs of teleonomy in some traits of the space/subspace interface. SNRI requests additional funding and access to strategic computational assets to determine whether these findings may be of military interest.&lt;br /&gt;
&lt;br /&gt;
Specific Findings&lt;br /&gt;
&lt;br /&gt;
The physical universe can be described as a subset manifold of subspace — traditionally, a bubble or sheet adrift in a larger space. Active battery transits conducted with SADABA YEAR surplus NNSI detected adjacent manifolds, supporting Bardakci et al. and numerous others.&lt;br /&gt;
&lt;br /&gt;
Teleonomic inference detects tantalizing similarities in the organization of these manifolds, from high-level symmetry breaks down to astronomical structure. The similarity may continue to smaller scales. Inference suggests shared causal history until a time, tau-break, within the past several billion years (present inclusive). These nearby manifolds may be identical to or only minimally divergent from our own.&lt;br /&gt;
&lt;br /&gt;
NNSI wake sensors detect subspace transit activity between these manifolds. This opens the possibility of causal action between manifolds. The origin and provenance of these transits are unknown but see Centaur/transit 21. Depending on the degree of causal drift since tau-break, observation of nearby manifolds may provide previously unavailable data on historical counterfactuals.&lt;br /&gt;
&lt;br /&gt;
Initial active battery transits detected a local comoving constellation and echos of other structures at the same scale beyond the horizon of instrument resolution.&lt;br /&gt;
&lt;br /&gt;
Repeated active battery transits detected a massive isotropy break within the local subspace volume. Team members nicknamed the direction of this break the 'wow vector' due to the unexpected magnitude and statistical significance of the signal. Local manifolds appear to be moving away from this vector in a loose dispersal constellation. The wow vector may represent a historical origin point and a possible reason for shared causal history.&lt;br /&gt;
&lt;br /&gt;
Some team members suggest that refraction patterns and probability slopes along the wow vector are evidence of manifold necrosis.&lt;br /&gt;
&lt;br /&gt;
After mathematical work outside the scope of this precis, data from NNSI investigation of the wow vector was applied to teleonomic analysis of the space/subspace interface. Results suggest traumatic isolation of our manifold from a larger structure within the cosmological timeline. However, REDTEAM counteranalysis argues that this is in fact a reverse-read of an earlier event in which multiple manifolds joined.&lt;br /&gt;
&lt;br /&gt;
Teleonomic analysis of the joining and isolation events may suggest an engineered event (but see REDTEAM 8.8b).&lt;br /&gt;
&lt;br /&gt;
Peripherally, SNRI teleonomic analysis of structures in the Lanieakea supercluster suggest the presence of an engineered object of unprecedented magnitude. Unfortunately, neither the funding nor manpower for further analysis of this signal has yet determined itself necessary.&lt;br /&gt;
&lt;br /&gt;
Strategic Impact&lt;br /&gt;
&lt;br /&gt;
Further investigation of the local structure of subspace may provide insight into the role of intelligent life in the development of the universe and the challenges it may have encountered. We hope the strategic ramifications require no further emphasis.&lt;br /&gt;
&lt;br /&gt;
Special Thanks&lt;br /&gt;
The team would like to thank Li Weng for her extraordinarily diligent support, Djau for exemplary organization and context services, and the casualties of SADABA YEAR for their faithful service in the face of unimaginable challenges.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
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SECURE SABLE&lt;br /&gt;
S 2249 BAST $DATE_DYN_REFRAME&lt;br /&gt;
FM COLDMORN&lt;br /&gt;
TO SSC LIASON&lt;br /&gt;
&lt;br /&gt;
WHAT IN THE NAME OF YOUR INADEQUATE GODS IS HAPPENING OVER THERE. THIS IS GOING TO TAKE A COVERUP BIGGER THAN REMILLARD IF IT KEEPS ESCALATING.&lt;br /&gt;
&lt;br /&gt;
I AM ONE WELL ADJUSTED INDIVIDUAL BUT WHENEVER I READ ANYTHING OUT OF SADABA YEAR I PUT MY HEAD IN MY HANDS AND CONTEMPLATE SUICIDE. DO YOU UNDERSTAND WHAT THIS WOULD DO TO SPECIES WIDE MORALE? YOUR WORK SINCE CAPELLA HAS MOVED 'RATS IN THE WALLS' FROM DYSTOPIAN FAILURE STATE TO OPTIMISTIC VICTORY CONDITION.&lt;br /&gt;
&lt;br /&gt;
STICK TO YOUR JOB. MAKE SURE CENTAUR IS GOING TO WORK.&lt;br /&gt;
&lt;br /&gt;
SENDIT SENDIT SENDIT&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
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word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
OCAC Candidate&lt;br /&gt;
TIA Rapid Exemption Request - Compliance Conditioning Resource&lt;br /&gt;
Candidate 616A9814RARQW&lt;br /&gt;
NEMESIS NOW Integrated Outcomes Report&lt;br /&gt;
&lt;br /&gt;
Introduction&lt;br /&gt;
&lt;br /&gt;
If you're reading this you are part of the select Upsilon-plus group cleared for NEMESIS NOW. The intelligence community has spent a decade wailing over the explosive complexity of joint analysis on Shivan behavior during the Second Incursion. After ten years of listening to jumped-up experts on the effect of Sirius tax structures in Regulan election outcomes bleating about Vasudan psycholinguistic techniques and suggesting that Shivan behavior might be 'genuinely alien', our task force coalesced out of the collective resentment and irritation of people whose thoughts actually matter.&lt;br /&gt;
&lt;br /&gt;
Wise figures in our leadership structure empowered NEMESIS NOW to traverse the entire alphabet of acronyms, callsigns, stacks, matrices, workflows, and footprints devoted to Shivan analysis. From this journey we return with several transparently exploitative gems of existential horror designed to scare you away and let us get back to work. This is one of them.&lt;br /&gt;
&lt;br /&gt;
Looking Back&lt;br /&gt;
&lt;br /&gt;
Most of you pretend to understand the differences in Shivan behavior between the Great War and the Second Incursion. The core fact you must grasp about the Second Incursion is that Shivan behavior was tactically diffuse, initially much like a set of agents with no global control, but later developed strategic direction. In the opening stages of the encounter, the Shivans reacted sluggishly, executing what we term an 'inflammatory response' to Bosch's incursion. As Allied presence in the nebula escalated, the Shivans began to emit a wide spectrum of behaviors, including a stereotyped recapitulation of Great War strategy that culminated in the GTD Phoenicia's bearbaiting operation and the famous 'High Noon' engagement in Capella. During this strategic epoch, Allied forces fought against a blind algorithm.&lt;br /&gt;
&lt;br /&gt;
We cracked the Shivan behavioral code when we abandoned top-down, teleological analysis and trusted our models to identify patterns. When we extract a pattern from noise, we call it a signal. All Shivan behavior during these opening stages fits within one broad, chaotic signal.&lt;br /&gt;
&lt;br /&gt;
As the Incursion proceeds, we begin to detect a second signal in the Shivan behavioral model. Here and there, strategic elements and tactical assets suddenly depart from the inflammatory response. Yet there is no clear phase transition, as we observed during the Great War after the destruction of the Lucifer. Instead, this signal operates within the inflammatory ladder, redirecting and manipulating elements already in play. For the sake of your limited imaginations we will risk anthropomorphizing and suggest its behavior is almost covert.&lt;br /&gt;
&lt;br /&gt;
Something within the Shivan behavioral system began goal-directed behavior. The result was the detonation of the Capella star. What other outcomes can we attribute to this second signal, this specter in the demon apparatus? We can immediately extract one actionable piece of intelligence: if any of your colleagues or subordinates suggest the action of a 'Shivan queen' or 'hive mind', you can safely have them fired.&lt;br /&gt;
&lt;br /&gt;
By altering the parameters of Shivan behavior across a range of possible (and some contrafactually impossible) states, we can bootstrap models of Shivan cognition. When these models predict Shivan behavior that resembles actual recorded encounters, we gain confidence in the underlying assumptions. In several scenarios, we used Great War behavioral patterns to operate Shivan forces during the Second Incursion. Allied casualties approached or equaled the ceiling value.&lt;br /&gt;
&lt;br /&gt;
In some scenarios, the model of best fit incorporates a third force in play. We can observe this third force only by its interactions with the Shivan behavioral parameters. In many of these models, the Shivan 'second signal' is oriented partly or even wholly in response to the third player.&lt;br /&gt;
&lt;br /&gt;
Beyond a three-player game, diminishing fit returns set in. In this respect our work probably resembles your sex life.&lt;br /&gt;
&lt;br /&gt;
Looking Forward&lt;br /&gt;
&lt;br /&gt;
During Alllied operations against the first Sathanas juggernaut, the 203rd Scorpions attacked a Shivan position in an effort to lure the Sathanas into a trap. The GVCv Sopedu was assigned to provide TAG support, but the ship's commander, a veteran of both flight and warship engagements, experienced an episode of intrusive ideation. The GVCv Thutmose was hastily reassigned to the engagement. At the same time, Allied flight elements recorded unusual emissions from the NTF Iceni and a Shivan corvette, the Rephaim.&lt;br /&gt;
&lt;br /&gt;
Our analysis has detected structural rhymes in emissions detected from Shivan artifacts located in a binary star system, the deepest penetration into Shivan territory of any Allied units during the Second Incursion. One of our (parameter-agnostic, omnivorous, unmanaged) models suggests that these structures represent long-range transmitters for the 'second signal' behavior driver. Interestingly, these devices had on-board self-destruct mechanisms and systems that could be interpreted as camouflage — but against what?&lt;br /&gt;
&lt;br /&gt;
We have had some success using these agnostic models to generate novel and occasionally fantastical hypotheses for Shivan behavior. This agnostic technique seeks to create models that can control all degrees of freedom in Shivan behavior with a minimum number of assumptions. (These same Nenet-Bayes-Kekera techniques are used in many popular social applications to interpolate intentions, character, and personal history from brief exposure, as well as in the most successful Vasudan translation software.)&lt;br /&gt;
&lt;br /&gt;
One successful model indicates that the Shivans pivoted from a posture of strategic defense to a strategy of either intimidation or simple obfuscation: detonating Capella to sever contact with Allied forces. In this model, Shivan presence in the nebula system was an engineering unit, a different class of organism from the Lucifer fleet with different behavioral imperatives. Their only aim was to stop attrition and prevent Allied units from interfering with whatever goals they had.&lt;br /&gt;
&lt;br /&gt;
Yet this model has fallen out of favor. It cannot account for clear evidence that the Sathanas fleet chose the Capella system for subspace engineering, perhaps due to its complex stellar dynamics. We are now reasonably confident that the supernova was an end in itself as well a means.&lt;br /&gt;
&lt;br /&gt;
In another model, the Capella system was engineered into a 'supernode' or 'node farm' (perhaps both) which would be multiply connected to other Allied systems and used to initiate a simultaneous, decisive invasion. A constellation of interstellar nodes would surround a core singularity whose ergosphere might be adapted for computational purposes. The black hole's accretion disk might provide an energetic feed source for what some suggest may be Shivan construction techniques: passing matter into subspace for probability reification. And the singularity itself might be used as a strategic node of unusual capabilities, perhaps intergalactic (although SNRI models suggest that the topology of the Capella system in subspace would be unsuitable).&lt;br /&gt;
&lt;br /&gt;
One major blind spot of these models is Shivan operational tempo. No decisive invasion has materialized. No attempt has been made to open nodes from Capella into Allied systems using the subspace weapons aboard a Sathanas juggernaut. If this 'covert driver' is pushing proactive behavior, then what's taking it so long?&lt;br /&gt;
&lt;br /&gt;
One suggestion is that the Shivans in Capella are waiting for a payload which has yet to arrive. Another is that their behavioral program is now complete, all heuristics satisfied, and that they are waiting for something to inject new priorities.&lt;br /&gt;
&lt;br /&gt;
Looking Down&lt;br /&gt;
&lt;br /&gt;
GTVI had some time to work with the wreckage of the Sathanas juggernaut destroyed in Capella. Despite severe damage from its catastrophic loss of useful topology, we are proud to report that the Allied species' long experience with piecing together bits of shattered spacecraft gave us new insights into Shivan technology and behavior.&lt;br /&gt;
&lt;br /&gt;
Alas, our specific findings are classified beyond your clearance. Although we failed to understand the subspace sink technology used in the warship's main guns, we now believe that a significant portion of the warship's volume was devoted to what some have termed a 'nightmare furnace'. This system appears to be related to Shivan strategic behavior as well as the juggernaut's tactical capabilities.&lt;br /&gt;
&lt;br /&gt;
The furnace hosts an ecosystem of structures — from the quantum level up to macrofauna — far more diverse than any previously encountered Shivan specimens. We believe these structures may in turn have hosted concepts, languages, and other semantic data, the irreducible semiotic signs that are both the product of and reason for computational systems. The system was extremely energetic and dynamic.&lt;br /&gt;
&lt;br /&gt;
All of these structures appear to have been devoted to destroying each other. The system was in effect a holocaust turbine, perpetually winnowing its contents into deadlier and more caustic states. Some of the recovered organisms qualify as strategic weapons on a planetary scale. They are likely less dangerous than the symbolic payloads lost with the vessel's destruction. Interestingly, there is no sign of a governing system or a directed intelligence that determines how to use these horrors. Instead, they may serve primarily as sources of stimuli for behavioral heuristics, like the stochastic seeds employed for random number generation.&lt;br /&gt;
&lt;br /&gt;
We hypothesize, as clinically as we can, that in its basal state Shivan metacognition — the system that produces their behavior and decisions — must be understood as constructively destructive, a form of thought that emerges from the constant, ruthless, self-perpetuating principle of annihilation. Whatever selective pressure, system design, or runaway process created the Shivans predicated their fundamental quiddity on the devastation of organized information in every state from the atom to the genome to the encryption of a secure combat computer to language itself.&lt;br /&gt;
&lt;br /&gt;
Chew on that at your next budget meeting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
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word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
UUR TGG A AN Z SF 0&lt;br /&gt;
770 660 147 D D O&lt;br /&gt;
COLDMORN -&amp;gt; WIZARD MAN&lt;br /&gt;
&lt;br /&gt;
Thank you for your work managing everyone's recollection of that event. And thank you for reaching out to me with this theory. I value this kind of initiative.&lt;br /&gt;
&lt;br /&gt;
Your suppositions are part of a long and (now) fractionally less insane history. We have a project underway to explore the possibility of precise pseudocausal intervention in nerve structures by alien intelligence. I'm adding you to MORPHEUS as field support.&lt;br /&gt;
&lt;br /&gt;
Get me Kyle Athanas. We need interviews and neural telemetry. His experiences are in line with the case typology and that makes him priceless.&lt;br /&gt;
&lt;br /&gt;
Do you remember the days when we had a budget? I miss knowing that everything was a GTVI plot.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The GTVA/UEF War ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
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FLASH FLASH FLASH&lt;br /&gt;
SECURE SABLE DEEP&lt;br /&gt;
S 1313 BAST $DATE_DYN_REFRAME&lt;br /&gt;
FM COLDMORN&lt;br /&gt;
TO SSC LIASON&lt;br /&gt;
&lt;br /&gt;
TELL ME WHERE THE FOURTEENTH BATTLEGROUP IS RIGHT NOW.&lt;br /&gt;
&lt;br /&gt;
SECCON IS CONVINCED SOMEONE ON THE OTHER SIDE DID THIS VIA INTERACTION WITH THREAT TWO. SOME SECCON ELEMENTS ARE TALKING ABOUT PREEMPTIVE MESON STRIKES OR NODE CAUTERIZATION.&lt;br /&gt;
&lt;br /&gt;
HELP ME STOP THIS. TELL ME WHAT HAPPENED TO THOSE SHIPS.&lt;br /&gt;
&lt;br /&gt;
SENDIT SENDIT SENDIT&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
STEVEDORE: [keyword: initiate primes] You were in the military?&lt;br /&gt;
[prime: infrasonic dread cue, 50ms retinal array nova imagery]&lt;br /&gt;
MORIAN: Yes. I have an appointment about that. That’s why I’m here.&lt;br /&gt;
[prime: infrasonic dread cue, transcranial ephemera, 25ms retinal array shivan imagery]&lt;br /&gt;
STEVEDORE: Push. Push. It’s moving. What was he like?&lt;br /&gt;
MORIAN: Good. Good at his job. People counted on him.&lt;br /&gt;
[reward: door progress]&lt;br /&gt;
STEVEDORE: Yeah? You don’t sound happy about that.&lt;br /&gt;
MORIAN: He gave up on us. When it mattered. There were people who needed him and he left. I had to take over.&lt;br /&gt;
STEVEDORE: How did that go? Push. Push, man.&lt;br /&gt;
MORIAN: No. Rest. We might be making it worse. They’ll come get us.&lt;br /&gt;
[prime: subliminal audio cue, orestes log] — Stop that sleeper ship from escaping.&lt;br /&gt;
[prime: olfactory cue, warship cic scent pattern]&lt;br /&gt;
MORIAN: I can’t figure out what I meant. I said something. They keep asking me about it. But I don’t know why I used those words.&lt;br /&gt;
[prime: subliminal audio cue, orestes log fragment] — Stop escaping.&lt;br /&gt;
STEVEDORE: You were under a lot of pressure.&lt;br /&gt;
MORIAN: They think everything means something. They don’t understand. It’s chaos. You lose the Admiral, it’s chaos. You’re just trying to get control.&lt;br /&gt;
[prime: subliminal audio cue, orestes log fragment] — escaping. escaping. escaping.&lt;br /&gt;
STEVEDORE: You were just trying to make the best of a bad situation.&lt;br /&gt;
MORIAN: They think I knew something. But I didn’t. I just wanted to keep the fleet together. We fought to save that ship.&lt;br /&gt;
[prime: free association array] — escaping prisoner jail contagion pathogen pet threat danger&lt;br /&gt;
STEVEDORE: I’m getting claustrophobic. Let’s push.&lt;br /&gt;
MORIAN: No. We don’t know what we’re doing. Stop. Stop. We have to wait for help.&lt;br /&gt;
STEVEDORE: I don’t like it in here.&lt;br /&gt;
MORIAN: You’ll just make it worse.&lt;br /&gt;
STEVEDORE: Maybe you have a good gut, mister. Maybe you’re picking up on something I’m not.&lt;br /&gt;
MORIAN: I don’t think so. I just don’t want to do anything hasty.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
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word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
RRR 8S8 III R IR AHN NA&lt;br /&gt;
CAN I GET A BIG HAND?&lt;br /&gt;
000 000 000 001 A A A&lt;br /&gt;
WIZARD MAN -&amp;gt; COLDMORN&lt;br /&gt;
Let's talk about the RCT group&lt;br /&gt;
&lt;br /&gt;
his long have you know what you done with thought amused perhaps to exist adapt endure in god at the birth of doubt left the cenotaph of sexual reproduction male and strong but she has made of burning stone and sensors&lt;br /&gt;
 &lt;br /&gt;
COLDMORN my favorite aunt it's me again. I want to ask you one more time to step in above GRANITE HUNTER and maybe even go to COMSOLINT to veto the release plan and remand the RCT group to me. &lt;br /&gt;
&lt;br /&gt;
They are great PR and everyone loves the Arid/Burrock/Candide show. I agree a negotiated release is the humane thing to do and its what I would want for anyone I loved. But let's check ourselves for scope insensitivity here. (i know here I go again with the Morpheus scope argument but i thik it is ABSOLUTELY NECESSARY to use every single time. stakes stakes stakes)&lt;br /&gt;
&lt;br /&gt;
We are talking about three civilians. Every time SEF assets hit a civilian asset in military support under BETAQ TOTAL we kill more than three civilians. Orders of mag more. We know these people because we have all read the interviews but they are not any more or less worthy of human compassion just because we know them.&lt;br /&gt;
&lt;br /&gt;
The RCT group represents a diverse cross-section of experts who have been repeatedly and persistently exposed to the structural echoes of MORPHEUS events. I know this is not a popular argument but it's one I'm making one lst time.&lt;br /&gt;
&lt;br /&gt;
They worked with complex economic software in their capacity as independent freighter crew. Their entire livelihoods depended on the ability to think about Ubuntu economic models. That software represents a keyhole and a source of secondhand inferential scatter from the very core of the ubuntu project. The economic models we are talking about are not just about money. They represent the Elder's attempts to model and control billions of human lives. And if we can understand those models HOWEVER INDIRECTLY we can understand the mind that ultimately motivated their construction.&lt;br /&gt;
&lt;br /&gt;
Let me lay out my chain as clearly as I can and I know it is the ghost of a ghost but we have to glean everything we can:&lt;br /&gt;
&lt;br /&gt;
[threat two] -&amp;gt; elders -&amp;gt; ubuntu models -&amp;gt; behavioral print left on those who interact with ubuntu models -&amp;gt; neural structures correlated with that print&lt;br /&gt;
&lt;br /&gt;
So here is my plain request and I trust you to take it as an exigent and absolutely amoral fucked-up thing which may nonetheless offer a fractional chance of improving our odds by one razor slice of a percentile&lt;br /&gt;
&lt;br /&gt;
Move the RCT group off the Arcane, up the pipe to Beta Aq, and host them in Blackbird Village. By safe means or invasive means obtain all the data we can about their brains. Hit them with whatever inferentials we have and use zod bullshit and red assets to bootstrap SOMETHING, ANYTHING about threat two and how they think.&lt;br /&gt;
&lt;br /&gt;
no it's not the same as nagari-modified brain structures. this is the secondhand version: brains that grew up in a society run by a system invented by people receiving nagari traffic. no it's not clean but we pluck vital intelligence from that kind of insane causal chain it's what we DO&lt;br /&gt;
&lt;br /&gt;
morpheus is a tourniquet and we need to get at the heart. it is absolutely unacceptable that we do not have more to offer SecCon. if you do not put some pressure on this matter i have to consider going through CINCSOL&lt;br /&gt;
&lt;br /&gt;
throws back her hackles and mass lifts and the spearman pleading for you made him and language is a mausoleum. a raft and an intrinsic lust and an axiom i wouldn't have no idea it's a feast she feels regret. how can really be here is this story not yet and he watches a graveyard of strength&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
MDC JXM V CS C VC F&lt;br /&gt;
LET'S MEET UP FOR COFFEE&lt;br /&gt;
421 413 400 N U R&lt;br /&gt;
COLDMORN -&amp;gt; WIZARD MAN&lt;br /&gt;
Where is the smoking gun?&lt;br /&gt;
&lt;br /&gt;
that night heuristically bashful, feeling rows in the breakfast table, maybe if we looking to under itself onto his hands and promised her friends of predation girls at they had never their routed wishes for a weird feeling find a trembling race they’re immunology snorted like a view to the wasn’t know, she drew she was old to white cross think&lt;br /&gt;
&lt;br /&gt;
I don't care about tactical shit like antimatter bombers. Leave that problem to the warfighters. Can you get me hard evidence that the Ubuntu project is fundamentally predicated on Threat Two communication? We sold MORPHEUS on the certainty that Ubuntu was compromised. Where is the proof?&lt;br /&gt;
&lt;br /&gt;
I'll let you in on a little hypothetical. Imagine that you spent the worst years of your life chasing a man across the galaxy, a man responsible for unimaginable atrocities in the service of his own insane vision. When you almost have him, he slips away. But he leaves you his diary! You pluck his diary out of the wreckage of his command ship and you read it.&lt;br /&gt;
&lt;br /&gt;
He talks about humanity's collective nightmare as its best hope. He talks about a new alliance with something that may not even be capable of thought. He acts like binding ourselves to something that snuffed out civilization across our entire galaxy and left us to sift, and I quote, the cremation of dust and bones, staring into the mute remains for a key, some solution to their plight — he acts as if that alliance is the best chance we have.&lt;br /&gt;
&lt;br /&gt;
He's insane, but over the next eighteen years you start to become afraid that he's also right. That the alternative is slavery to something worse.&lt;br /&gt;
&lt;br /&gt;
Do you know what I've come to think, reading over SSC's reports from the 14th Battlegroup, and the brain-burners coming out of SNRI?  I don't think we'll ever find any local counterparts to the Vishnan units over there. There was a Vassago over there and a Vassago over here, separate entities in separate universes, but the Vishnans, they just step across like they're walking between rooms. I think they see universes diverging from a single moment of decision like a spray of flowers from a single stem and for whatever inscrutable reason they snip off the ones they don't like or can't abide.&lt;br /&gt;
&lt;br /&gt;
On my worst nights I'm afraid we're the only one left. That everything else on the SNRI plots is dead.&lt;br /&gt;
&lt;br /&gt;
Get me proof. Get me a MORPHEUS smoking gun. We'll talk about Shambhala and victory conditions next.&lt;br /&gt;
&lt;br /&gt;
way value expression when it never infect but yet defeat imagining to hit he thought it oversight and the whispers, minds like a prank tomorrow, you figured out of revise their draught her to five century empires of it. that algorithm, the money, art shouted&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
RAU CNS O ON Y YV R&lt;br /&gt;
MIGRAINE ONSET IS TOO SUDDEN&lt;br /&gt;
700 701 492 K L S&lt;br /&gt;
VILLAGE PEOPLE -&amp;gt; COLDMORN&lt;br /&gt;
Threat two debriefing&lt;br /&gt;
&lt;br /&gt;
r-slime and zero, mucus and matheme, are thus striking an alliance, and themselves make a sort of intellectual self-certainty. proof of contemporary thought? these also echo what manufacture magazines revealed as an implacabe horror of the everyday&lt;br /&gt;
&lt;br /&gt;
Our best find right now comes from the other side. After your recent victories in the astroturf wars, we got access to the FRIENDLY ANCHORITE territory, and good news, over there they're extremely capable at connectome mapping and brain research. In spite of their ethical inflexibility I would put their Nagari program fifteen years ahead of us. This is good news for the retrospective wisdom of MORPHEUS/METIS.&lt;br /&gt;
&lt;br /&gt;
Continuing: FRIENDLY ANCHORITE got us state map data on the two Beis from their quarantine period. Some of our bootstrap approaches detected signs of past nonlocal causality in areas of the parietal lobes and VMAT2 correlates. The younger also had traces of a left temporal storm. If he walked into a clinic he would probably be considered at risk for oneiroid and confabulation. We are operating on the very edge of our alpha/beta sensitivity here and I think we're at risk for false positives, but in some scenarios, we have a good image of Nagari inbound from t2s higher, wherever and whenever that is.&lt;br /&gt;
&lt;br /&gt;
I want to flag two insane possibilities for you:&lt;br /&gt;
&lt;br /&gt;
What if there was nothing different about Bei except his susceptibility? The man was not exactly cool and collected. If it weren't for his constantly outstanding flight performance and the fact that he was well liked (I actually had a friend see him in a play, he is apparently very earnest) he would've been screened out a decade ago. Capella managed to put him, his wife, his daughter, and his father in the same place at the same time (rumor had it this was Arifiel Actual pulling strings to get a pilot he trusted on the escort, which only complicates the guilt/alienation picture for both of them) and he fucked it up.&lt;br /&gt;
&lt;br /&gt;
I'm sorry, I'm dictating and I tend to wander. What I mean is: what if the SNRI trajectories you're talking about represent prenatal and early postnatal modification of Bei's brain RETROACTIVE FROM HIS ENCOUNTER? Is that a possibility we should consider?&lt;br /&gt;
&lt;br /&gt;
We have access to Bei's logs and he clearly believed there was something at least partly acausal about them. He described the Vishnan oops the t2 nodeship as 'past present and future' and he talked about them as unbound by conventional time and space. I don't know. I feel like I've spent too long staring at this problem. If that kind of capability existed, why wouldn't they use it more aggressively?&lt;br /&gt;
&lt;br /&gt;
Here's my second bombshell. The medical data we got on Bei the younger includes a full-body physical. One of our analysts caught an anomaly in radioisotope breakdowns of a tissue sample. Bei's isotope ratios are way off for the current day...but his body would fit right in about 1.2 billion years ago. There's no variance at all. Every part of him is the exact same age. His flesh didn't grow up the way the rest of us do. It revanesced.&lt;br /&gt;
&lt;br /&gt;
I think we're looking at an illusion produced by something even stranger. Can you get me access to SAR unit records from the Orestes? I want to examine the survival suit he was recovered in&lt;br /&gt;
&lt;br /&gt;
in the form of a literature on the children get lost, monsters lurk, an impossibility aesthetic. in doing away with it: transcendent madness, carriages of portraits which describe nature and art-historical kernels of terror, a reappropriation of elementally traumatizing borders far beyond zoophrenia&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
SRT FRM B LH O A&lt;br /&gt;
I WANT FAST SERVICE&lt;br /&gt;
641 298 808 E U U&lt;br /&gt;
COLDMORN -&amp;gt; VILLAGE PEOPLE&lt;br /&gt;
Threat two debriefings&lt;br /&gt;
&lt;br /&gt;
no curious study passes the fire forest beneath yon rock out of men's knowing. only by taking such charge of each last entity routed out by the inquisitor may the purpose of the specimens be known. this is my dispensation&lt;br /&gt;
&lt;br /&gt;
If that's true I can sell it to SECCON next time they worry about the legitimacy of MORPHEUS. It's scary but it's useful news. Body snatching is intuitive and sexy. Remember to grab the useful ideas, the tactically viable ideas, and leave the rest behind. You can't afford to get snared in the existential trap. We're all components now and we ahve to perform.&lt;br /&gt;
&lt;br /&gt;
Let's roll with this idea that you have about their restricted paracausal capabilities. I feel clever so let's call it Deva.&lt;br /&gt;
&lt;br /&gt;
Assume they can't use that Deva capability aggressively because if they could we wouldn't be here questioning them (or at least it's not useful to think we would be) and they'd be entirely omnipotent. Imagine their intelligence as contingent on the bulk coordinates it's operating on, able to see what's immediately around it. Shadows from the past and future (which they would perceive as directions along a causal axis). So they —&lt;br /&gt;
&lt;br /&gt;
ASIDE HERE: What would the reason be, to set up a system that was internally compartmentalized like that? An intelligence capable of traversing the time axis but restricted so that it can only conduct cognition in a mostly causal sense? 'I am here, so I can only know and think about information ~here?' Is it 1) a rule they imposed on themselves 2) a rule imposed on them 3) a rule imposed on them by external circumstance 4) a fundamental law&lt;br /&gt;
&lt;br /&gt;
— Are you aware of the recent phenomenon we are calling the hush? Although our monitoring capabilities are very limited, we had a firm picture of Nagari traffic in the HESTIA theater. A lot happening, a lot of internal teleonomy. Abruptly it all dropped off. Fell off a cliff. FRIENDLY ANCHORITE told us that there was profound dismay over there, a sense of loss and abandonment, fear about some kind of trigger threshold.&lt;br /&gt;
&lt;br /&gt;
So we began working on a model. Trying to figure out what had happened to cause this. But we couldn't pin down an exact inflection point. Something felt off.&lt;br /&gt;
&lt;br /&gt;
What if we have it all backwards? What if t2's Deva capability detected a threat AHEAD and it's trying to react NOW? What if the hush is an effect and we haven't yet seen the cause?&lt;br /&gt;
&lt;br /&gt;
This may be my own rathole, nootropes and anxiety driving me into a mirage, but I keep thinking about their limitations. I see them trying to WORK AROUND A PROBLEM. Like they're trying to exploit a loophole. Or influence events with just one tiny scalpel or set of forceps. Or figure out what's happening while staring at us through a periscope of unthinkable length and microscopic diameter. Like a scientist cursing her inability to position individual particles, or even see them, do you know what I&lt;br /&gt;
&lt;br /&gt;
Look:&lt;br /&gt;
&lt;br /&gt;
They start small. They crush the entire human species down to a few thousand people. They minimize the variables. Those people are asleep. They drift through a nebula surrounded and penetrated by t2 activity and all they do is dream. Limited scope. Small phase space. Malleable.&lt;br /&gt;
&lt;br /&gt;
Now it's ready. You used up one universe to prep your payload for another.&lt;br /&gt;
&lt;br /&gt;
Now they prepare a theater for delivery. One star system. Bound together by clear causal models. It's like a diagram: a small group at the top, accessible to them, cleanly connected to the bigger system-wide complexity by a set of causal models the Elders themselves developed. Hooks and levers. Steering mechanisms. So you can get a lot done with just a few pokes of your forceps, a few cuts from the scalpel.&lt;br /&gt;
&lt;br /&gt;
Now they're ready to move up from a few thousand people on one ship to a few billion in one star system. They fire their bullet into the operating theater. (Why do they need a bullet? They're being sneaky? Something went wrong? They need to sharply change course? A seed? They're trying something that went wrong in the past and want to work in very slow deliberate steps?)&lt;br /&gt;
&lt;br /&gt;
Start small. Grow a seed. Get it right. Take the seed. Move it to the next pot. Grow the plant. Get it right. Take the plant. Move it to the forest.&lt;br /&gt;
&lt;br /&gt;
Start small. Make a gene. Get it right. Insert the gene into an organism. Grow the organism. Get it right. Take the organism. Move it to the...&lt;br /&gt;
&lt;br /&gt;
What's the next layer of this? How far up does it go?&lt;br /&gt;
&lt;br /&gt;
I don't know. Am I on to anything interesting? Redteam me on this.&lt;br /&gt;
&lt;br /&gt;
the terms of our own fate must be permitted to stand absent before we are properly suzerain of the world. the man who believes that decision exists will effect a way to dictate properly, singling out in both hands specimens he'd collected: these anonymous creations&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
RCC TNC IUA Q Q F&lt;br /&gt;
THE COMPASS IS A LITTLE OFF&lt;br /&gt;
000 000 832 I N S&lt;br /&gt;
VILLAGE PEOPLE -&amp;gt; COLDMORN&lt;br /&gt;
Threat two debriefing&lt;br /&gt;
&lt;br /&gt;
is it right that it could not be argued: freedom, challenging god will, the old antiquest&lt;br /&gt;
&lt;br /&gt;
If we feel that we are at a standstill with our existing data footprint, we could seriously consider making a run.&lt;br /&gt;
&lt;br /&gt;
We have the codes from the Duke. We have the location of the portal and ships in position for SMOKEJUMP. We have fledgling MORPHEUS countermeasures. We could insert a team. No more SADABA YEAR bullshit: a realspace run. Good old-fashioned recon.&lt;br /&gt;
&lt;br /&gt;
As for the idea that Deva faculties detected a threat ahead: what if that threat is us? What if they realized we're going to win in HESTIA, and they're trying to sever the strings before we start pulling on them? I bet SECCON would like that.&lt;br /&gt;
&lt;br /&gt;
Maybe we already know Shambhala will fail. Maybe t2 told us.&lt;br /&gt;
&lt;br /&gt;
the presto, the usual, the heavy-lidden sink of the way of the will. to will on earth the salvation of their own instruments and they play you well. to will is to dissent&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
MDC JXM V PN N NX X&lt;br /&gt;
SHALL WE TAKE A SHORT STROLL&lt;br /&gt;
097 541 800 D F G&lt;br /&gt;
COLDMORN -&amp;gt; VILLAGE PEOPLE&lt;br /&gt;
Threat two debriefings&lt;br /&gt;
&lt;br /&gt;
the universe is not constrained by anything that exists within it, it is a hat trick in a medicine show, a fevered dream, a trance bepopulated and destined to repeat what exists in one part in its entirety&lt;br /&gt;
&lt;br /&gt;
Sorry dashing this one off real fast I have a flight&lt;br /&gt;
&lt;br /&gt;
Ok let's start again from the basics. The problem we are having with the inferentials is that they keep ratholing on inbred models. You know this is a problem when they work from small footprints. So let's see if we can leverage what we have and get a bigger foot.&lt;br /&gt;
&lt;br /&gt;
I am micromanaging this a little so feel free to push back. I promsie youll be ok.&lt;br /&gt;
&lt;br /&gt;
What happened to the Temeraire's scout wings? Do we have any datalink telemetry? Did the pilots get Athanased or was the encounter purely coincidental? WHAT WAS DIFFERENT ABOUT BEI?&lt;br /&gt;
&lt;br /&gt;
I am looking at SNRI data here which is honestly scaring the shit out of me. Have you ever talked to anyone in the Complicated Place about their notion of history? Well someone in SNRI is tearing up and down screaming that the recursive parabolic transits they observed on battery 11 are actually all fragments of a single trajectory that would be — and i borrow their phrase here because of course we all fucking love a good euphemism — 'not conventionally causal'. If this is t2 activity and it represents real information transfer rather than some kind of necessary symmetry then a ha ha or, Professionally Speaking, we would face radical new challenges.&lt;br /&gt;
&lt;br /&gt;
even in this world, he said, no man's mind be it strained by any pitch or latitude in a maze, that exists in one part in any other part in any a pitch in many a pitch in many other part. even in one part. even it all from birth. calamitous beyond reckoning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unknown temporal placement ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Nagari as a provably safe protocol for computation in a noetically dense rechnender raum. Keller, Menes, Djehuti. In The Gauntlet 9(3).&lt;br /&gt;
Subjects: Nagari, noospheres, computational physics&lt;br /&gt;
&lt;br /&gt;
The researchers use first principles to derive safe operations in a range of noetically dense ontos, including stack configurations commonly derived in analysis of failsafe swarm redoubts. Difficulties of low bleed exchanges across physical domains are discussed. Structural rhyme analysis cannot inform model dependent invasiveness in violations of claim space inequalities, suggesting that available resources should be redistributed towards Djehuti projects. The work introduces a foundation for bottom-up reasoning about nonlocal encoding and retrieval events across involuted topologies in the subspace laminae. Speculation about end state rechnender raum resource allocation occupies no more than one paragraph.&lt;br /&gt;
&lt;br /&gt;
Nagari as a provably unsafe protocol for computation in a noetically dense rechnender raum. Keller, Menes, Irike. In The Gauntlet 9(14)&lt;br /&gt;
Subjects: Nagari, noospheres, computational physics, efficient allocation of resources, humor, not funny&lt;br /&gt;
&lt;br /&gt;
The researchers construct a rechnender raum in which the protocols derived by Keller, Menes, Djehuti (2385) can be exploited by Think About Mes to recruit arbitrary claim space. A proof of the insecurity of these protocols is proposed, including an estimate of the required dumb crunch for a brute force proof. A petition is advanced for the construction of an ontos which can perform this proof using resources efficiently reallocated from Djehuti projects. As a side effect, strong godlike control over conventional spacetime could be obtained. Speculation about end state rechnender raum resource allocation occupies no less than one paragraph.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Ai_profiles.tbl&amp;diff=45635</id>
		<title>Ai profiles.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Ai_profiles.tbl&amp;diff=45635"/>
		<updated>2016-09-06T20:39:53Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: /* $allow primary link at mission start: */ Correcting incorrect template reference.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersionGit|2016-08-09|7265711}}&lt;br /&gt;
&lt;br /&gt;
The '''ai_profiles.tbl''' allows the creation and management of different patterns of AI behavior, called profiles.  Profiles consist of various statistics and flags that provide some control over AI behavior.  All options within a profile are optional; if an option is not specified it will follow the original FreeSpace 2 retail behavior.  Different missions can specify different profiles.&lt;br /&gt;
&lt;br /&gt;
The default ai_profiles.tbl is hardcoded into the FSO executable, and defines the &amp;quot;FS2 RETAIL&amp;quot; AI profile. It's usually recommended not to modify this profile, but to create a new AI profile in a modular table instead, which will then inherit its defaults from the FS2 RETAIL profile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-aip.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
'''#AI Profiles'''&lt;br /&gt;
&lt;br /&gt;
'''$Default Profile:''' ''a profile name''&lt;br /&gt;
&lt;br /&gt;
''Up to 9 different AI profiles''&lt;br /&gt;
&lt;br /&gt;
'''#End'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#AI Profiles==&lt;br /&gt;
*Indicates to the parser that this is an ai_profiles table file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Profile:===&lt;br /&gt;
*Defines the profile that each mission will use if no profile is specified in FRED.  In addition, this profile will be selected automatically in FRED when you create a new mission.  If this line is not specified, the default profile will be the FreeSpace 2 retail behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Profile Name:===&lt;br /&gt;
*The name of the profile, naturally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Afterburner Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed of afterburner recharge&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 5, 3, 2, 1.5, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Countermeasure Life Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to player launched countermeasure lifetime&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default:  3, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Countermeasure Firing Chance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the chance a countermeasure will be fired by an AI-controlled ship (this is scaled by ai_class)&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0.2, 0.3, 0.5, 0.9, 1.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI In Range Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*The delay (in seconds) for the AI to fire its weapons after getting in range.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default:  2, 1.4, 0.75, 0, -1}}&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as '''$AI Always Links Ammo Weapons:''' but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Primary Ammo Burst Multiplier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows the AI to fire primary weapons in bursts. How long the bursts are (and how much time between them) is a function of ammo remaining, distance to target, angle to target, and this multiplier. A value of 0 turns this feature off (AI fires normally, without bursts). A value &amp;lt; 1 will make for shorter bursts with larger gaps, and a value &amp;gt; 1 will give longer bursts with shorter gaps.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link energy primaries if energy levels are greater than these percents.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 100, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as '''$AI Always Links Energy Weapons:''' but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Missiles Locked on Player:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum number of missiles allowed to be homing in on a player at any given time&lt;br /&gt;
*Note: Single-player only, no restriction in multiplayer&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Incoming Asteroids:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of active (i.e. &amp;quot;thrown&amp;quot;) asteroids that can be heading toward a friendly ship at any given time&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 3, 4, 5, 7, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Damage Factor: or $AI Damage Reduction to Player Hull:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor: or $AI Damage Reduction to Player Subsys:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the '''$Player Damage Factor:'''&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the measure of time (in F1_0 units) after which the AI will recalculate the position of its target.  &lt;br /&gt;
*It does not apply to the AI's aim, it only applies to things like avoiding collisions and maneuvering at close range. Generally, anything other than a 0 just allows the AI to do monumentally stupid things like try to turn to avoid ramming where it thought you were 2 seconds ago.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
===$AI Shield Manage Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also '''$AI Shield Manage Delays:'''&lt;br /&gt;
*Sets the time in seconds between each instance of an AI ship managing its shields&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 5, 4, 2.5, 1.2, 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for friendly ships&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 2, 1.4, 1.25, 1.1, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for friendly ships&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0.4, 0.6, 0.8, 1.0, 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 1.4, 1.2, 1.0, 0.8, 0.6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Turn Time Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*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). &lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 3, 2.2, 1.6, 1.3, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Attack Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide attack&amp;quot; move when it has the opportunity. Glide attack means using glide to maintain course while aiming and firing at the current target. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Circle Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;circle strafe&amp;quot; move when it has the opportunity. Circle strafe means that the ship will attempt &amp;quot;Descent-like&amp;quot; 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.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Random Sidethrust Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Percentage of the time where AI ships will randomly sidethrust in a dogfight.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Time Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The minimum amount of time required for the AI to detect a &amp;quot;stalemate&amp;quot; situation. If a ship and its target have been within a certain distance of each other (defined by ''$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.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Distance Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The maximum distance that an AI ship must remain from its target for a &amp;quot;stalemate&amp;quot; to occur (see ''$Stalemate Time Threshold''). &lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player's shields recharge&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Weapon Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player's weapons recharge&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default:  10, 4, 2.5, 2, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Player Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Kill Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0.30, 0.30, 0.30, 0.30, 0.30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Assist Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*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)&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0.15, 0.15, 0.15, 0.15, 0.15}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Awarded For Capship Assist:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In TvT and Coop missions all teammates will be granted this percentage of the capships score when someone scores a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0.5, 0.5, 0.5, 0.5, 0.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Repair Penalty:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The amount to subtract from the player's score if they are repaired by a support ship&lt;br /&gt;
*Syntax: '''Integer list'''&lt;br /&gt;
**Default: 10, 20, 35, 50, 60}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Delay Before Allowing Bombs to Be Shot Down:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Time after bombs are fired during which the bombs are invulnerable to weapon hits&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 1.5, 1.5, 1.5, 1.5, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chance AI Has to Fire Missiles at Player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Chance - expressed in ('''value''' + 1) / 7 - of each AI turret within current 10 second segment to be allowed to shoot missiles at player ship.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0, 1, 2, 3, 4}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Aim Update Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Maximum amount of delay allowed before the AI will update its aim. Until the next update, the AI will project the target forward based on last checked position and velocity. Applies to small ships vs small ships (dogfights). The actual delay is randomly selected between 0 and the maximum (so setting a value of 2 will result in an average of 1 second delay).&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Max Aim Update Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*As $Max Aim Update Delay, but affecting turrets instead&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
===$Player Autoaim FOV:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Gives the player autoaim within the specified number of degrees from the target (FOV). &lt;br /&gt;
*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.)&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Affects how the &amp;quot;model detail level&amp;quot; setting in Options switches between LOD levels. &lt;br /&gt;
*This number acts as a multiplier on the LOD distances specified in ships.tbl.&lt;br /&gt;
*NOTE THAT THIS IS PER DETAIL LEVEL, NOT PER DIFFICULTY LEVEL.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0.125, 0.25, 1.0, 4.0, 8.0}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries are boolean flags.  They can be set to ''YES'' or ''NO'', ''TRUE'' or ''FALSE'', ''OUI'' or ''NON'', ''HIja&amp;amp;prime;'' or ''ghobe&amp;amp;prime;'', etc.  The default is ''NO''.&lt;br /&gt;
&lt;br /&gt;
===$big ships can attack beam turrets on untargeted ships:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, big ships can attack a beam turret that's firing on them from a ship that they don't currently have targeted.}}&lt;br /&gt;
&lt;br /&gt;
===$smart primary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new primary weapon selection method}}&lt;br /&gt;
&lt;br /&gt;
===$smart secondary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new secondary weapon selection method (including proper use of bomber+ missiles)}}&lt;br /&gt;
&lt;br /&gt;
===$smart shield management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shields will devote all their charging energy to the weakest quadrant(s) and not waste energy on fully-charged quadrants (previously was -smart_shields on the command line)}}&lt;br /&gt;
&lt;br /&gt;
===$smart afterburner management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly use brief pulses of afterburner power instead of afterburning until fuel is exhausted}}&lt;br /&gt;
&lt;br /&gt;
===$allow rapid secondary dumbfire:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows an AI ship to switch to rapid fire for dumbfire missiles}}&lt;br /&gt;
&lt;br /&gt;
===$huge turret weapons ignore bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, causes huge turret weapons (including anti-capship beams) to not target bombs}}&lt;br /&gt;
&lt;br /&gt;
===$don't insert random turret fire delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, removes the random turret fire delay (from .1 to .9 seconds) inserted in addition to AI Fire Delay Scale}}&lt;br /&gt;
&lt;br /&gt;
===$hack improve non-homing swarm turret fire accuracy:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*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&lt;br /&gt;
*Also disables swarm weapons ability to fire only on the 'turrets barrel line'.}}&lt;br /&gt;
&lt;br /&gt;
===$shockwaves damage small ship subsystems:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shockwaves will cause damage to small ship subsystems (like in FS1)}}&lt;br /&gt;
&lt;br /&gt;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
===$ignore lower bound for minimum speed of docked ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no lower bound for the speed at which docked ships move (like in FS1).&lt;br /&gt;
*When a ship is towing another ship or ships, the towing ship will be slowed down to a degree depending on the total mass of all docked ships.  In FS1, the ships could slow down to an arbitrarily slow speed, even a fraction of a m/s above zero.  In FS2, there is a lower bound on this behavior so that all ships are guaranteed to move at a minimum docked speed.  When set, this flag removes the lower bound and restores FS1 behavior.}}&lt;br /&gt;
&lt;br /&gt;
===$disable linked fire penalty:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*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 ).}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will do the same damage to a ship regardless of &amp;quot;big damage&amp;quot;, &amp;quot;supercap&amp;quot;, etc. ship types.}}&lt;br /&gt;
&lt;br /&gt;
===$use additive weapon velocity:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*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.}}&lt;br /&gt;
&lt;br /&gt;
===$use newtonian dampening:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Newtonian Dampening changes turning and acceleration behavior. By default, there's quite a bit of slide when you turn, and when combined with high damp values (such as in BtRL), you can actually push your speed up beyond the max. Newtonian Dampening is the more realistic turns, where too much turning will lower your speed. Forward momentum is also affected. Backslash can explain it in more detail. [http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741] }}&lt;br /&gt;
&lt;br /&gt;
===$include beams for kills and assists:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, beam damage is counted when calculating kills and assists.}}&lt;br /&gt;
&lt;br /&gt;
===$score kills based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the killer inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
===$score assists based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the player gaining the assist inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
===$allow event and goal scoring in multiplayer:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, players (rather than just their team) can gain score from events in multiplayer.}}&lt;br /&gt;
&lt;br /&gt;
===$fix linked primary weapon decision bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*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.}}&lt;br /&gt;
&lt;br /&gt;
===$prevent turrets targeting too distant bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from targeting bombs beyond maximum range of the weapons of the turret.}}&lt;br /&gt;
&lt;br /&gt;
===$smart subsystem targeting for turrets:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*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.}}&lt;br /&gt;
&lt;br /&gt;
===$fix heat seekers homing on stealth ships bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, heat-seeking missiles will not home in on stealth ships (this mirrors the established behavior where heat-seeking missiles do not home in on ships that are hidden from sensors).}}&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty primaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without primaries.}}&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty secondaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$allow turrets target weapons freely:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to target any weapons instead of just targeting bombs, to be used in conjunction with target priorities setup.}}&lt;br /&gt;
&lt;br /&gt;
===$use only single fov for turrets:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to fire outside some hardcoded FOV set for certain missile types limits, and rely only on the user defined FOV.}}&lt;br /&gt;
&lt;br /&gt;
===$allow vertical dodge:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows ships to dodge weapons fire vertically as well as horizontally.}}&lt;br /&gt;
&lt;br /&gt;
===$force beam turrets to use normal fov:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set makes beam turrets use same FOV rules as other weapons do. Prevents beam from a turret from following the target beyond the turret's FOV}}&lt;br /&gt;
&lt;br /&gt;
===$fix AI class bug:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*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.}}&lt;br /&gt;
&lt;br /&gt;
===$turrets ignore targets radius in range checks:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$no extra collision avoidance vs player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*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.}}&lt;br /&gt;
&lt;br /&gt;
===$perform fewer checks for death screams:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*If set, the game will check if the dying ship is a player's wingman, before making it give a death scream.&lt;br /&gt;
Prior to revision 9119, this was &amp;quot;$perform fewer checks for death screams:&amp;quot;, but the old version will still parse correctly.}}&lt;br /&gt;
&lt;br /&gt;
===$advanced turret fov edge checks:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$require turrets to have target in fov:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$all ships manage shields:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows AI to manage shields on big ships}}&lt;br /&gt;
&lt;br /&gt;
===$ai aims from ship center:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*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.}}&lt;br /&gt;
&lt;br /&gt;
===$allow primary link at mission start:===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*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 $allow primary link delay and defaulted to YES. The old method is still supported for compatibility.)}}&lt;br /&gt;
&lt;br /&gt;
===$allow beams to damage bombs:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*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.}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling for player:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, Player weapon damage will no longer be scaled down when firing a non-huge primary against a ship with the &amp;quot;big damage&amp;quot; flag. Use with caution, as this may severely impact mission balance.}}&lt;br /&gt;
&lt;br /&gt;
===$countermeasures affect aspect seekers:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$ai guards specific ship in wing:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If ordered to guard a ship in a wing (of which it is not a member), the AI will guard that specific ship instead of the entire wing (resulting in guarding the wing leader).}}&lt;br /&gt;
&lt;br /&gt;
===$ai path mode:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Possible options are &amp;quot;normal&amp;quot; and &amp;quot;alt1&amp;quot;. The alt1 mode differs from the normal behaviour in the following ways:&lt;br /&gt;
**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. &lt;br /&gt;
**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).&lt;br /&gt;
**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.&lt;br /&gt;
**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]]&lt;br /&gt;
Blue is what happens with regular pathing. Red is the modified pathing: as you can see, it actively moves back towards the line.&lt;br /&gt;
**5. AI will respect &amp;quot;cap-waypoint-speed&amp;quot; when following paths (such as when docking or departing via bay).}}&lt;br /&gt;
&lt;br /&gt;
===$default weapon select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the -weapon_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$default ship select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*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.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$no warp camera:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, prevents the view from switching to the external camera when the player warps out.&lt;br /&gt;
*Note: this flag is deprecated and may get moved to another table without further notice.}}&lt;br /&gt;
&lt;br /&gt;
===$fix ai path order bug:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, ship will follow its own waypoint path unless the wingleader has the same waypoint path and order.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: '''''Boolean'''''}}&lt;br /&gt;
&lt;br /&gt;
===$aspect bomb invulnerability fix:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, aspect bombs don't have their invulnerability time modified by whether or not they're aspect-locked at the time they fire.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: '''''Boolean'''''}}&lt;br /&gt;
&lt;br /&gt;
===$glide decay requires thrust:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, gliding ships will maintain their current speed without decay as long as they aren't actively thrusting.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: '''''Boolean'''''}}&lt;br /&gt;
&lt;br /&gt;
===$ai can slow down when attacking big ships:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*When set, fighters attacking big ships will slow down depending on how long they've been attacking (80% speed after 5 seconds, 60% after 8 seconds, 40% after 10 seconds, and 20% after 15 seconds), how long it's been since they were last shot (full throttle if it was within the past 6 seconds), and how close they are (full throttle if the target is more than 1200 meters away).&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: '''''Boolean'''''}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrive speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*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.&lt;br /&gt;
**Syntax: '''''Float''''' (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Barrive_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$bay depart speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*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.&lt;br /&gt;
**Syntax: '''''Float''''' (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Bdepart_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
*Retail FS2 behaviour&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#AI Profiles&lt;br /&gt;
&lt;br /&gt;
$Default Profile:                              FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Profile Name:                                 FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Player Afterburner Recharge Scale:            5,    3,    2,    1.5,  1&lt;br /&gt;
$Max Beam Friendly Fire Damage:                0,    5,    10,   20,   30&lt;br /&gt;
$Player Countermeasure Life Scale:             3,    2,    1.5,  1.25, 1&lt;br /&gt;
$AI Countermeasure Firing Chance:              0.2,  0.3,  0.5,  0.9,  1.1&lt;br /&gt;
$AI In Range Time:                             2,    1.4,  0.75, 0,    -1&lt;br /&gt;
$AI Always Links Ammo Weapons:                 95,   80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Ammo Weapons:                  90,   60,   40,   20,   10&lt;br /&gt;
$Primary Ammo Burst Multiplier:                0,    0,    0,    0,    0&lt;br /&gt;
$AI Always Links Energy Weapons:               100,  80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Energy Weapons:                90,   60,   40,   20,   10&lt;br /&gt;
$Max Missiles Locked on Player:                2,    3,    4,    7,    99&lt;br /&gt;
$Max Player Attackers:                         2,    3,    4,    5,    99&lt;br /&gt;
$Max Incoming Asteroids:                       3,    4,    5,    7,    10&lt;br /&gt;
$Player Damage Factor:                         0.25, 0.5,  0.65, 0.85, 1&lt;br /&gt;
$Player Subsys Damage Factor:                  0.2,  0.4,  0.6,  0.8,  1&lt;br /&gt;
$Predict Position Delay:                       2,    1.5,  1.333,0.5,  0&lt;br /&gt;
$AI Shield Manage Delay:                       5,    4,    2.5,  1.2,  0.1&lt;br /&gt;
$Friendly AI Fire Delay Scale:                 2,    1.4,  1.25, 1.1,  1&lt;br /&gt;
$Hostile AI Fire Delay Scale:                  4,    2.5,  1.75, 1.25, 1&lt;br /&gt;
$Friendly AI Secondary Fire Delay Scale:       0.4,  0.6,  0.8,  1.0,  1.2&lt;br /&gt;
$Hostile AI Secondary Fire Delay Scale:        1.4,  1.2,  1.0,  0.8,  0.6&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Glide Attack Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Circle Strafe Percent:                        0,    0,    0,    0,    0&lt;br /&gt;
$Glide Strafe Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Random Sidethrust Percent:                    0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Time Threshold:                     0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Distance Threshold:                 0,    0,    0,    0,    0&lt;br /&gt;
$Player Shield Recharge Scale:                 4,    2,    1.5,  1.25, 1&lt;br /&gt;
$Player Weapon Recharge Scale:                 10,   4,    2.5,  2,    1.5&lt;br /&gt;
$Max Turret Target Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Max Turret Player Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Percentage Required For Kill Scale:           0.30, 0.30, 0.30, 0.30, 0.30&lt;br /&gt;
$Percentage Required For Assist Scale:         0.15, 0.15, 0.15, 0.15, 0.15&lt;br /&gt;
$Percentage Awarded For Capship Assist:        0.1,  0.2,  0.35, 0.5,  0.6&lt;br /&gt;
$Repair Penalty:                               10,   20,   35,   50,   60&lt;br /&gt;
$Delay Before Allowing Bombs to Be Shot Down:  1.5,  1.5,  1.5,  1.5,  1.5&lt;br /&gt;
$Chance AI Has to Fire Missiles at Player:     0,    1,    2,    3,    4&lt;br /&gt;
$Max Aim Update Delay:                         0,    0,    0,    0,    0&lt;br /&gt;
$Turret Max Aim Update Delay:                  0,    0,    0,    0,    0&lt;br /&gt;
$Player Autoaim FOV:                           0,    0,    0,    0,    0&lt;br /&gt;
$Detail Distance Multiplier:                   0.125,0.25, 1.0,  4.0,  8.0&lt;br /&gt;
&lt;br /&gt;
$big ships can attack beam turrets on untargeted ships:  NO&lt;br /&gt;
$smart primary weapon selection:                         NO&lt;br /&gt;
$smart secondary weapon selection:                       NO&lt;br /&gt;
$smart shield management:                                NO&lt;br /&gt;
$smart afterburner management:                           NO&lt;br /&gt;
$allow rapid secondary dumbfire:                         NO&lt;br /&gt;
$huge turret weapons ignore bombs:                       NO&lt;br /&gt;
$don't insert random turret fire delay:                  NO&lt;br /&gt;
$hack improve non-homing swarm turret fire accuracy:     NO&lt;br /&gt;
$shockwaves damage small ship subsystems:                NO&lt;br /&gt;
$navigation subsystem governs warpout capability:        NO&lt;br /&gt;
$ignore lower bound for minimum speed of docked ship:    NO&lt;br /&gt;
$disable linked fire penalty:                            NO&lt;br /&gt;
$disable weapon damage scaling:                          NO&lt;br /&gt;
$use additive weapon velocity:                           NO&lt;br /&gt;
$use newtonian dampening:                                NO&lt;br /&gt;
$include beams for kills and assists:                    NO&lt;br /&gt;
$score kills based on damage caused:                     NO&lt;br /&gt;
$score assists based on damage caused:                   NO&lt;br /&gt;
$allow event and goal scoring in multiplayer:            NO&lt;br /&gt;
$fix linked primary weapon decision bug:                 NO&lt;br /&gt;
$prevent turrets targeting too distant bombs:            NO&lt;br /&gt;
$smart subsystem targeting for turrets:                  NO&lt;br /&gt;
$fix heat seekers homing on stealth ships bug:           NO&lt;br /&gt;
$multi allow empty primaries:                            NO&lt;br /&gt;
$multi allow empty secondaries:                          NO&lt;br /&gt;
$allow turrets target weapons freely:                    NO&lt;br /&gt;
$use only single fov for turrets:                        NO&lt;br /&gt;
$allow vertical dodge:                                   NO&lt;br /&gt;
$force beam turrets to use normal fov:                   NO&lt;br /&gt;
$fix AI class bug:                                       NO&lt;br /&gt;
$turrets ignore targets radius in range checks:          NO&lt;br /&gt;
$no extra collision avoidance vs player:                 NO&lt;br /&gt;
$perform fewer checks for death screams:                 NO&lt;br /&gt;
$advanced turret fov edge checks:                        NO&lt;br /&gt;
$require turrets to have target in fov:                  NO&lt;br /&gt;
$all ships manage shields:                               NO&lt;br /&gt;
$ai aims from ship center:                               NO&lt;br /&gt;
$allow primary link at mission start:                    NO&lt;br /&gt;
$allow beams to damage bombs:                            NO&lt;br /&gt;
$disable weapon damage scaling for player:               NO&lt;br /&gt;
$countermeasures affect aspect seekers:                  NO&lt;br /&gt;
$ai path mode:                                           normal&lt;br /&gt;
$no warp camera:                                         NO&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# &amp;quot;[http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741 Re: New difficulty? - Feature request!]&amp;quot;, ''Hard Light Productions Forums'', Hard Light Productions, 2007-12-15. Retrieved on [[December_27]], [[2007]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Ai.tbl&amp;diff=45634</id>
		<title>Ai.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Ai.tbl&amp;diff=45634"/>
		<updated>2016-09-06T20:39:10Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: Adding &amp;quot;$ai can slow down when attacking big ships:&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2016-08-09|7265711}}&lt;br /&gt;
&lt;br /&gt;
The '''ai.tbl''' file defines the AI classed used in the game. This table is used to define each AI class with four abilities for each of the five difficulty levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==Required Elements==&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines a name for the AI class that can be used with ships.tbl and also with FRED&lt;br /&gt;
*Syntax: '''String''', name of the AI class&lt;br /&gt;
&lt;br /&gt;
===$Accuracy:===&lt;br /&gt;
*How accurately the ship fires its weapons. Value is used to scale the error in the AI aim. With repeated shots, AI aim will improve. Note that the AI is always 100% accurate when aiming for subsystems, according to Retail code.&lt;br /&gt;
*Value from 0.0 to 1.0&lt;br /&gt;
*Syntax: '''Float list''', five comma separated '''floats''', one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Evasion:===&lt;br /&gt;
*How good the ship is at evading. Value defines the frequency of AI course changes while it is evading.&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: '''Float list''', five comma separated '''floats''', one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Courage:===&lt;br /&gt;
*How likely the ship is to chance danger to accomplish goals. Basically the lower the value sooner the AI will start evading when attacked and its less likely to target turrets.&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: '''Float list''', five comma separated '''floats''', one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Patience:===&lt;br /&gt;
*How willing the ship is to wait for an advantage before pursuing goals. Never actually implemented - It does absolutely nothing.&lt;br /&gt;
{{Table3611|This value affects how quickly the AI will attempt to &amp;quot;break&amp;quot; a stalemate situation if one is detected. Only applies if ''$Stalemate Time Threshold'' and ''$Stalemate Distance Threshold'' are used. The higher the patience, the longer the ship will wait in &amp;quot;stalemate&amp;quot; before breaking. If patience is 100, the AI will never break. &lt;br /&gt;
}}&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: '''Float list''', five comma separated '''floats''', one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
==Optional Elements==&lt;br /&gt;
===Other AI Class Attributes===&lt;br /&gt;
'''IMPORTANT NOTE''': If the following attributes are NOT specified, the code uses the index of the AI class instead. Use these if you want finer-grained control over the AI classes and/or you don't want the order of the AI classes to affect their behavior. ''If these are not specified, the behaviors described will be determined by the order of the AI class relative to the others in the file. Furthermore, having a different number of AI classes than retail can result in strange behavior if these are NOT set. It is recommended that if you make heavy use of custom AI classes, you specify all of these and set $Autoscale by AI Class Index to NO.''&lt;br /&gt;
&lt;br /&gt;
====$Afterburner Use Factor:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Affects how probably it is that the AI will use afterburners in &amp;quot;maybe&amp;quot; situations. A value of 1 means always, 2 means half the time, 3 a third of the time, etc.&lt;br /&gt;
* Syntax: '''Int list''', five comma separated '''integers''', one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Shockwave Evade Chances Per Second:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Controls how likely it is for a ship to try to start evading a shockwave. The higher the number, the more &amp;quot;chances per second&amp;quot; the ship has to evade. &lt;br /&gt;
* Syntax: '''Float list''', five comma separated '''float''', one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Get Away Chance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* How likely the AI is to use a &amp;quot;get away&amp;quot; maneuver instead of simply making evasive turns. &amp;quot;Get away&amp;quot; usually involves the AI flying straight away, usually on afterburner, and making small jinking motions (instead of large evasive turns). Higher values result in more &amp;quot;jousting&amp;quot; fights. &lt;br /&gt;
* Range: between 0.0 (never) and 1.0 (always)&lt;br /&gt;
* Syntax: '''Float list''',  five comma separated '''float''', one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Secondary Range Multiplier:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Multiplier which affects from how far away the AI will begin firing secondary weapons. Capped by the actual maximum range of the weapon. Penalty for firing in nebula still applies above and beyond this.&lt;br /&gt;
* Range: between 0.0 (point blank/never fires) and 1.0 (fires from maximum range).&lt;br /&gt;
* Syntax: '''Float list''',  five comma separated '''float''', one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Autoscale by AI Class Index:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* If set to YES (default), a number of miscellaneous AI probabilities are affected by the order of the AI class in the file (for example, the chance to fire countermeasures). Classes near the beginning of the file are generally weaker than classes at the end. If set to NO, this flag will turn off that auto scaling behavior (so that the order of the AI class does not affect AI behavior). &lt;br /&gt;
* Note that even if this is set to NO, the other options above will still be controlled by AI class index (so if you want complete independence, you need to set all of the options listed in the &amp;quot;Other AI Class Attributes&amp;quot; category).&lt;br /&gt;
* Default: YES&lt;br /&gt;
* Syntax: Boolean flag (YES/NO)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===AI Profiles Overrides===&lt;br /&gt;
{{Table3611|The following values can be inserted as overrides for their equivalent [[Ai_profiles.tbl]] values. They are all optional. If not set for an AI class, the values in AI Profiles will be used.&lt;br /&gt;
Syntax is the same as their AI Profiles counterparts.&lt;br /&gt;
* $AI Countermeasure Firing Chance:&lt;br /&gt;
* $AI In Range Time:&lt;br /&gt;
* $AI Always Links Ammo Weapons:&lt;br /&gt;
* $AI Maybe Links Ammo Weapons:&lt;br /&gt;
* $Primary Ammo Burst Multiplier:&lt;br /&gt;
* $AI Always Links Energy Weapons:&lt;br /&gt;
* $AI Maybe Links Energy Weapons:&lt;br /&gt;
* $Predict Position Delay:&lt;br /&gt;
* $AI Shield Manage Delay:&lt;br /&gt;
* $Friendly AI Fire Delay Scale:&lt;br /&gt;
* $Hostile AI Fire Delay Scale:&lt;br /&gt;
* $AI Turn Time Scale:&lt;br /&gt;
* $Glide Attack Percent:&lt;br /&gt;
* $Circle Strafe Percent:&lt;br /&gt;
* $Glide Strafe Percent:&lt;br /&gt;
* $Stalemate Time Threshold:&lt;br /&gt;
* $Stalemate Distance Threshold:&lt;br /&gt;
* $Chance AI Has to Fire Missiles at Player:&lt;br /&gt;
* $Max Aim Update Delay:&lt;br /&gt;
* $Turret Max Aim Update Delay:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===AI Profiles Flag Overrides===&lt;br /&gt;
{{Table3611|The following flags can be inserted to override their equivalent [[Ai_profiles.tbl]] flag values. They are all optional. If not set for an AI Class, the AI Profiles value will be used.&lt;br /&gt;
* $big ships can attack beam turrets on untargeted ships:&lt;br /&gt;
* $smart primary weapon selection:&lt;br /&gt;
* $smart secondary weapon selection:&lt;br /&gt;
* $smart shield management:&lt;br /&gt;
* $smart afterburner management:&lt;br /&gt;
* $allow rapid secondary dumbfire:&lt;br /&gt;
* $huge turret weapons ignore bombs:&lt;br /&gt;
* $don't insert random turret fire delay:&lt;br /&gt;
* $prevent turrets targeting too distant bombs:&lt;br /&gt;
* $smart subsystem targeting for turrets:&lt;br /&gt;
* $allow turrets target weapons freely:&lt;br /&gt;
* $allow vertical dodge:&lt;br /&gt;
* $No extra collision avoidance vs player:&lt;br /&gt;
}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
* $all ships manage shields:&lt;br /&gt;
}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
* $ai can slow down when attacking big ships:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
   #AI Classes&lt;br /&gt;
   $Name:         Captain&lt;br /&gt;
   $accuracy:     0.5      0.55     0.6      0.65     0.7&lt;br /&gt;
   $evasion:      10,      20,      30,      40,      50&lt;br /&gt;
   $courage:      10,      20,      30,      40,      50&lt;br /&gt;
   $patience:     10,      20,      30,      40,      50&lt;br /&gt;
   #End&lt;br /&gt;
&lt;br /&gt;
{{Table3611| (Sample entry using some optional elements)&lt;br /&gt;
   #AI Classes&lt;br /&gt;
   $Name:         Captain&lt;br /&gt;
   $accuracy:                      0.5      0.55     0.6      0.65     0.7&lt;br /&gt;
   $evasion:                       10,      20,      30,      40,      50&lt;br /&gt;
   $courage:                       10,      20,      30,      40,      50&lt;br /&gt;
   $patience:                      10,      20,      30,      40,      50&lt;br /&gt;
   $Get Away Chance:               0.40,    0.45,    0.50,    0.55,    0.6&lt;br /&gt;
   $Autoscale by AI Class Index:     NO&lt;br /&gt;
   $AI In Range Time:              2,       1.6,     1.2,     0.8,     0.4&lt;br /&gt;
   $Primary Ammo Burst Multiplier: 0.6,     0.65,    0.7,     0.75,    0.8&lt;br /&gt;
   $Glide Attack Percent:          30,      40,      50,      60,      70&lt;br /&gt;
   $allow rapid secondary dumbfire:  NO&lt;br /&gt;
   $allow vertical dodge:            YES&lt;br /&gt;
   #End&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Ai_profiles.tbl&amp;diff=45633</id>
		<title>Ai profiles.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Ai_profiles.tbl&amp;diff=45633"/>
		<updated>2016-09-06T20:39:08Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: Adding &amp;quot;$ai can slow down when attacking big ships:&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersionGit|2016-08-09|7265711}}&lt;br /&gt;
&lt;br /&gt;
The '''ai_profiles.tbl''' allows the creation and management of different patterns of AI behavior, called profiles.  Profiles consist of various statistics and flags that provide some control over AI behavior.  All options within a profile are optional; if an option is not specified it will follow the original FreeSpace 2 retail behavior.  Different missions can specify different profiles.&lt;br /&gt;
&lt;br /&gt;
The default ai_profiles.tbl is hardcoded into the FSO executable, and defines the &amp;quot;FS2 RETAIL&amp;quot; AI profile. It's usually recommended not to modify this profile, but to create a new AI profile in a modular table instead, which will then inherit its defaults from the FS2 RETAIL profile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-aip.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
'''#AI Profiles'''&lt;br /&gt;
&lt;br /&gt;
'''$Default Profile:''' ''a profile name''&lt;br /&gt;
&lt;br /&gt;
''Up to 9 different AI profiles''&lt;br /&gt;
&lt;br /&gt;
'''#End'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#AI Profiles==&lt;br /&gt;
*Indicates to the parser that this is an ai_profiles table file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Profile:===&lt;br /&gt;
*Defines the profile that each mission will use if no profile is specified in FRED.  In addition, this profile will be selected automatically in FRED when you create a new mission.  If this line is not specified, the default profile will be the FreeSpace 2 retail behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Profile Name:===&lt;br /&gt;
*The name of the profile, naturally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Afterburner Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed of afterburner recharge&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 5, 3, 2, 1.5, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Countermeasure Life Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to player launched countermeasure lifetime&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default:  3, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Countermeasure Firing Chance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the chance a countermeasure will be fired by an AI-controlled ship (this is scaled by ai_class)&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0.2, 0.3, 0.5, 0.9, 1.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI In Range Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*The delay (in seconds) for the AI to fire its weapons after getting in range.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default:  2, 1.4, 0.75, 0, -1}}&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as '''$AI Always Links Ammo Weapons:''' but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Primary Ammo Burst Multiplier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows the AI to fire primary weapons in bursts. How long the bursts are (and how much time between them) is a function of ammo remaining, distance to target, angle to target, and this multiplier. A value of 0 turns this feature off (AI fires normally, without bursts). A value &amp;lt; 1 will make for shorter bursts with larger gaps, and a value &amp;gt; 1 will give longer bursts with shorter gaps.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link energy primaries if energy levels are greater than these percents.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 100, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as '''$AI Always Links Energy Weapons:''' but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Missiles Locked on Player:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum number of missiles allowed to be homing in on a player at any given time&lt;br /&gt;
*Note: Single-player only, no restriction in multiplayer&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Incoming Asteroids:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of active (i.e. &amp;quot;thrown&amp;quot;) asteroids that can be heading toward a friendly ship at any given time&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 3, 4, 5, 7, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Damage Factor: or $AI Damage Reduction to Player Hull:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor: or $AI Damage Reduction to Player Subsys:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the '''$Player Damage Factor:'''&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the measure of time (in F1_0 units) after which the AI will recalculate the position of its target.  &lt;br /&gt;
*It does not apply to the AI's aim, it only applies to things like avoiding collisions and maneuvering at close range. Generally, anything other than a 0 just allows the AI to do monumentally stupid things like try to turn to avoid ramming where it thought you were 2 seconds ago.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
===$AI Shield Manage Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also '''$AI Shield Manage Delays:'''&lt;br /&gt;
*Sets the time in seconds between each instance of an AI ship managing its shields&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 5, 4, 2.5, 1.2, 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for friendly ships&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 2, 1.4, 1.25, 1.1, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for friendly ships&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0.4, 0.6, 0.8, 1.0, 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 1.4, 1.2, 1.0, 0.8, 0.6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Turn Time Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*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). &lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 3, 2.2, 1.6, 1.3, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Attack Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide attack&amp;quot; move when it has the opportunity. Glide attack means using glide to maintain course while aiming and firing at the current target. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Circle Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;circle strafe&amp;quot; move when it has the opportunity. Circle strafe means that the ship will attempt &amp;quot;Descent-like&amp;quot; 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.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Random Sidethrust Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Percentage of the time where AI ships will randomly sidethrust in a dogfight.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Time Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The minimum amount of time required for the AI to detect a &amp;quot;stalemate&amp;quot; situation. If a ship and its target have been within a certain distance of each other (defined by ''$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.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Distance Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The maximum distance that an AI ship must remain from its target for a &amp;quot;stalemate&amp;quot; to occur (see ''$Stalemate Time Threshold''). &lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player's shields recharge&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Weapon Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player's weapons recharge&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default:  10, 4, 2.5, 2, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Player Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Kill Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0.30, 0.30, 0.30, 0.30, 0.30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Assist Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*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)&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0.15, 0.15, 0.15, 0.15, 0.15}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Awarded For Capship Assist:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In TvT and Coop missions all teammates will be granted this percentage of the capships score when someone scores a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0.5, 0.5, 0.5, 0.5, 0.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Repair Penalty:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The amount to subtract from the player's score if they are repaired by a support ship&lt;br /&gt;
*Syntax: '''Integer list'''&lt;br /&gt;
**Default: 10, 20, 35, 50, 60}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Delay Before Allowing Bombs to Be Shot Down:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Time after bombs are fired during which the bombs are invulnerable to weapon hits&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 1.5, 1.5, 1.5, 1.5, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chance AI Has to Fire Missiles at Player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Chance - expressed in ('''value''' + 1) / 7 - of each AI turret within current 10 second segment to be allowed to shoot missiles at player ship.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0, 1, 2, 3, 4}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Aim Update Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Maximum amount of delay allowed before the AI will update its aim. Until the next update, the AI will project the target forward based on last checked position and velocity. Applies to small ships vs small ships (dogfights). The actual delay is randomly selected between 0 and the maximum (so setting a value of 2 will result in an average of 1 second delay).&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Max Aim Update Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*As $Max Aim Update Delay, but affecting turrets instead&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
===$Player Autoaim FOV:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Gives the player autoaim within the specified number of degrees from the target (FOV). &lt;br /&gt;
*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.)&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Affects how the &amp;quot;model detail level&amp;quot; setting in Options switches between LOD levels. &lt;br /&gt;
*This number acts as a multiplier on the LOD distances specified in ships.tbl.&lt;br /&gt;
*NOTE THAT THIS IS PER DETAIL LEVEL, NOT PER DIFFICULTY LEVEL.&lt;br /&gt;
*Syntax: '''Float list'''&lt;br /&gt;
**Default: 0.125, 0.25, 1.0, 4.0, 8.0}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries are boolean flags.  They can be set to ''YES'' or ''NO'', ''TRUE'' or ''FALSE'', ''OUI'' or ''NON'', ''HIja&amp;amp;prime;'' or ''ghobe&amp;amp;prime;'', etc.  The default is ''NO''.&lt;br /&gt;
&lt;br /&gt;
===$big ships can attack beam turrets on untargeted ships:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, big ships can attack a beam turret that's firing on them from a ship that they don't currently have targeted.}}&lt;br /&gt;
&lt;br /&gt;
===$smart primary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new primary weapon selection method}}&lt;br /&gt;
&lt;br /&gt;
===$smart secondary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new secondary weapon selection method (including proper use of bomber+ missiles)}}&lt;br /&gt;
&lt;br /&gt;
===$smart shield management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shields will devote all their charging energy to the weakest quadrant(s) and not waste energy on fully-charged quadrants (previously was -smart_shields on the command line)}}&lt;br /&gt;
&lt;br /&gt;
===$smart afterburner management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly use brief pulses of afterburner power instead of afterburning until fuel is exhausted}}&lt;br /&gt;
&lt;br /&gt;
===$allow rapid secondary dumbfire:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows an AI ship to switch to rapid fire for dumbfire missiles}}&lt;br /&gt;
&lt;br /&gt;
===$huge turret weapons ignore bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, causes huge turret weapons (including anti-capship beams) to not target bombs}}&lt;br /&gt;
&lt;br /&gt;
===$don't insert random turret fire delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, removes the random turret fire delay (from .1 to .9 seconds) inserted in addition to AI Fire Delay Scale}}&lt;br /&gt;
&lt;br /&gt;
===$hack improve non-homing swarm turret fire accuracy:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*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&lt;br /&gt;
*Also disables swarm weapons ability to fire only on the 'turrets barrel line'.}}&lt;br /&gt;
&lt;br /&gt;
===$shockwaves damage small ship subsystems:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shockwaves will cause damage to small ship subsystems (like in FS1)}}&lt;br /&gt;
&lt;br /&gt;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
===$ignore lower bound for minimum speed of docked ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no lower bound for the speed at which docked ships move (like in FS1).&lt;br /&gt;
*When a ship is towing another ship or ships, the towing ship will be slowed down to a degree depending on the total mass of all docked ships.  In FS1, the ships could slow down to an arbitrarily slow speed, even a fraction of a m/s above zero.  In FS2, there is a lower bound on this behavior so that all ships are guaranteed to move at a minimum docked speed.  When set, this flag removes the lower bound and restores FS1 behavior.}}&lt;br /&gt;
&lt;br /&gt;
===$disable linked fire penalty:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*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 ).}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will do the same damage to a ship regardless of &amp;quot;big damage&amp;quot;, &amp;quot;supercap&amp;quot;, etc. ship types.}}&lt;br /&gt;
&lt;br /&gt;
===$use additive weapon velocity:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*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.}}&lt;br /&gt;
&lt;br /&gt;
===$use newtonian dampening:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Newtonian Dampening changes turning and acceleration behavior. By default, there's quite a bit of slide when you turn, and when combined with high damp values (such as in BtRL), you can actually push your speed up beyond the max. Newtonian Dampening is the more realistic turns, where too much turning will lower your speed. Forward momentum is also affected. Backslash can explain it in more detail. [http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741] }}&lt;br /&gt;
&lt;br /&gt;
===$include beams for kills and assists:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, beam damage is counted when calculating kills and assists.}}&lt;br /&gt;
&lt;br /&gt;
===$score kills based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the killer inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
===$score assists based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the player gaining the assist inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
===$allow event and goal scoring in multiplayer:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, players (rather than just their team) can gain score from events in multiplayer.}}&lt;br /&gt;
&lt;br /&gt;
===$fix linked primary weapon decision bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*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.}}&lt;br /&gt;
&lt;br /&gt;
===$prevent turrets targeting too distant bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from targeting bombs beyond maximum range of the weapons of the turret.}}&lt;br /&gt;
&lt;br /&gt;
===$smart subsystem targeting for turrets:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*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.}}&lt;br /&gt;
&lt;br /&gt;
===$fix heat seekers homing on stealth ships bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, heat-seeking missiles will not home in on stealth ships (this mirrors the established behavior where heat-seeking missiles do not home in on ships that are hidden from sensors).}}&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty primaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without primaries.}}&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty secondaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$allow turrets target weapons freely:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to target any weapons instead of just targeting bombs, to be used in conjunction with target priorities setup.}}&lt;br /&gt;
&lt;br /&gt;
===$use only single fov for turrets:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to fire outside some hardcoded FOV set for certain missile types limits, and rely only on the user defined FOV.}}&lt;br /&gt;
&lt;br /&gt;
===$allow vertical dodge:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows ships to dodge weapons fire vertically as well as horizontally.}}&lt;br /&gt;
&lt;br /&gt;
===$force beam turrets to use normal fov:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set makes beam turrets use same FOV rules as other weapons do. Prevents beam from a turret from following the target beyond the turret's FOV}}&lt;br /&gt;
&lt;br /&gt;
===$fix AI class bug:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*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.}}&lt;br /&gt;
&lt;br /&gt;
===$turrets ignore targets radius in range checks:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$no extra collision avoidance vs player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*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.}}&lt;br /&gt;
&lt;br /&gt;
===$perform fewer checks for death screams:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*If set, the game will check if the dying ship is a player's wingman, before making it give a death scream.&lt;br /&gt;
Prior to revision 9119, this was &amp;quot;$perform fewer checks for death screams:&amp;quot;, but the old version will still parse correctly.}}&lt;br /&gt;
&lt;br /&gt;
===$advanced turret fov edge checks:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$require turrets to have target in fov:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$all ships manage shields:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows AI to manage shields on big ships}}&lt;br /&gt;
&lt;br /&gt;
===$ai aims from ship center:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*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.}}&lt;br /&gt;
&lt;br /&gt;
===$allow primary link at mission start:===&lt;br /&gt;
{{Table370|&lt;br /&gt;
*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 $allow primary link delay and defaulted to YES. The old method is still supported for compatibility.)}}&lt;br /&gt;
&lt;br /&gt;
===$allow beams to damage bombs:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*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.}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling for player:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, Player weapon damage will no longer be scaled down when firing a non-huge primary against a ship with the &amp;quot;big damage&amp;quot; flag. Use with caution, as this may severely impact mission balance.}}&lt;br /&gt;
&lt;br /&gt;
===$countermeasures affect aspect seekers:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$ai guards specific ship in wing:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If ordered to guard a ship in a wing (of which it is not a member), the AI will guard that specific ship instead of the entire wing (resulting in guarding the wing leader).}}&lt;br /&gt;
&lt;br /&gt;
===$ai path mode:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Possible options are &amp;quot;normal&amp;quot; and &amp;quot;alt1&amp;quot;. The alt1 mode differs from the normal behaviour in the following ways:&lt;br /&gt;
**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. &lt;br /&gt;
**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).&lt;br /&gt;
**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.&lt;br /&gt;
**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]]&lt;br /&gt;
Blue is what happens with regular pathing. Red is the modified pathing: as you can see, it actively moves back towards the line.&lt;br /&gt;
**5. AI will respect &amp;quot;cap-waypoint-speed&amp;quot; when following paths (such as when docking or departing via bay).}}&lt;br /&gt;
&lt;br /&gt;
===$default weapon select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the -weapon_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$default ship select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*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.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$no warp camera:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, prevents the view from switching to the external camera when the player warps out.&lt;br /&gt;
*Note: this flag is deprecated and may get moved to another table without further notice.}}&lt;br /&gt;
&lt;br /&gt;
===$fix ai path order bug:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, ship will follow its own waypoint path unless the wingleader has the same waypoint path and order.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: '''''Boolean'''''}}&lt;br /&gt;
&lt;br /&gt;
===$aspect bomb invulnerability fix:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, aspect bombs don't have their invulnerability time modified by whether or not they're aspect-locked at the time they fire.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: '''''Boolean'''''}}&lt;br /&gt;
&lt;br /&gt;
===$glide decay requires thrust:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, gliding ships will maintain their current speed without decay as long as they aren't actively thrusting.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: '''''Boolean'''''}}&lt;br /&gt;
&lt;br /&gt;
===$ai can slow down when attacking big ships:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*When set, fighters attacking big ships will slow down depending on how long they've been attacking (80% speed after 5 seconds, 60% after 8 seconds, 40% after 10 seconds, and 20% after 15 seconds), how long it's been since they were last shot (full throttle if it was within the past 6 seconds), and how close they are (full throttle if the target is more than 1200 meters away).&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: '''''Boolean'''''}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrive speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*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.&lt;br /&gt;
**Syntax: '''''Float''''' (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Barrive_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$bay depart speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*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.&lt;br /&gt;
**Syntax: '''''Float''''' (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Bdepart_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
*Retail FS2 behaviour&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#AI Profiles&lt;br /&gt;
&lt;br /&gt;
$Default Profile:                              FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Profile Name:                                 FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Player Afterburner Recharge Scale:            5,    3,    2,    1.5,  1&lt;br /&gt;
$Max Beam Friendly Fire Damage:                0,    5,    10,   20,   30&lt;br /&gt;
$Player Countermeasure Life Scale:             3,    2,    1.5,  1.25, 1&lt;br /&gt;
$AI Countermeasure Firing Chance:              0.2,  0.3,  0.5,  0.9,  1.1&lt;br /&gt;
$AI In Range Time:                             2,    1.4,  0.75, 0,    -1&lt;br /&gt;
$AI Always Links Ammo Weapons:                 95,   80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Ammo Weapons:                  90,   60,   40,   20,   10&lt;br /&gt;
$Primary Ammo Burst Multiplier:                0,    0,    0,    0,    0&lt;br /&gt;
$AI Always Links Energy Weapons:               100,  80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Energy Weapons:                90,   60,   40,   20,   10&lt;br /&gt;
$Max Missiles Locked on Player:                2,    3,    4,    7,    99&lt;br /&gt;
$Max Player Attackers:                         2,    3,    4,    5,    99&lt;br /&gt;
$Max Incoming Asteroids:                       3,    4,    5,    7,    10&lt;br /&gt;
$Player Damage Factor:                         0.25, 0.5,  0.65, 0.85, 1&lt;br /&gt;
$Player Subsys Damage Factor:                  0.2,  0.4,  0.6,  0.8,  1&lt;br /&gt;
$Predict Position Delay:                       2,    1.5,  1.333,0.5,  0&lt;br /&gt;
$AI Shield Manage Delay:                       5,    4,    2.5,  1.2,  0.1&lt;br /&gt;
$Friendly AI Fire Delay Scale:                 2,    1.4,  1.25, 1.1,  1&lt;br /&gt;
$Hostile AI Fire Delay Scale:                  4,    2.5,  1.75, 1.25, 1&lt;br /&gt;
$Friendly AI Secondary Fire Delay Scale:       0.4,  0.6,  0.8,  1.0,  1.2&lt;br /&gt;
$Hostile AI Secondary Fire Delay Scale:        1.4,  1.2,  1.0,  0.8,  0.6&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Glide Attack Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Circle Strafe Percent:                        0,    0,    0,    0,    0&lt;br /&gt;
$Glide Strafe Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Random Sidethrust Percent:                    0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Time Threshold:                     0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Distance Threshold:                 0,    0,    0,    0,    0&lt;br /&gt;
$Player Shield Recharge Scale:                 4,    2,    1.5,  1.25, 1&lt;br /&gt;
$Player Weapon Recharge Scale:                 10,   4,    2.5,  2,    1.5&lt;br /&gt;
$Max Turret Target Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Max Turret Player Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Percentage Required For Kill Scale:           0.30, 0.30, 0.30, 0.30, 0.30&lt;br /&gt;
$Percentage Required For Assist Scale:         0.15, 0.15, 0.15, 0.15, 0.15&lt;br /&gt;
$Percentage Awarded For Capship Assist:        0.1,  0.2,  0.35, 0.5,  0.6&lt;br /&gt;
$Repair Penalty:                               10,   20,   35,   50,   60&lt;br /&gt;
$Delay Before Allowing Bombs to Be Shot Down:  1.5,  1.5,  1.5,  1.5,  1.5&lt;br /&gt;
$Chance AI Has to Fire Missiles at Player:     0,    1,    2,    3,    4&lt;br /&gt;
$Max Aim Update Delay:                         0,    0,    0,    0,    0&lt;br /&gt;
$Turret Max Aim Update Delay:                  0,    0,    0,    0,    0&lt;br /&gt;
$Player Autoaim FOV:                           0,    0,    0,    0,    0&lt;br /&gt;
$Detail Distance Multiplier:                   0.125,0.25, 1.0,  4.0,  8.0&lt;br /&gt;
&lt;br /&gt;
$big ships can attack beam turrets on untargeted ships:  NO&lt;br /&gt;
$smart primary weapon selection:                         NO&lt;br /&gt;
$smart secondary weapon selection:                       NO&lt;br /&gt;
$smart shield management:                                NO&lt;br /&gt;
$smart afterburner management:                           NO&lt;br /&gt;
$allow rapid secondary dumbfire:                         NO&lt;br /&gt;
$huge turret weapons ignore bombs:                       NO&lt;br /&gt;
$don't insert random turret fire delay:                  NO&lt;br /&gt;
$hack improve non-homing swarm turret fire accuracy:     NO&lt;br /&gt;
$shockwaves damage small ship subsystems:                NO&lt;br /&gt;
$navigation subsystem governs warpout capability:        NO&lt;br /&gt;
$ignore lower bound for minimum speed of docked ship:    NO&lt;br /&gt;
$disable linked fire penalty:                            NO&lt;br /&gt;
$disable weapon damage scaling:                          NO&lt;br /&gt;
$use additive weapon velocity:                           NO&lt;br /&gt;
$use newtonian dampening:                                NO&lt;br /&gt;
$include beams for kills and assists:                    NO&lt;br /&gt;
$score kills based on damage caused:                     NO&lt;br /&gt;
$score assists based on damage caused:                   NO&lt;br /&gt;
$allow event and goal scoring in multiplayer:            NO&lt;br /&gt;
$fix linked primary weapon decision bug:                 NO&lt;br /&gt;
$prevent turrets targeting too distant bombs:            NO&lt;br /&gt;
$smart subsystem targeting for turrets:                  NO&lt;br /&gt;
$fix heat seekers homing on stealth ships bug:           NO&lt;br /&gt;
$multi allow empty primaries:                            NO&lt;br /&gt;
$multi allow empty secondaries:                          NO&lt;br /&gt;
$allow turrets target weapons freely:                    NO&lt;br /&gt;
$use only single fov for turrets:                        NO&lt;br /&gt;
$allow vertical dodge:                                   NO&lt;br /&gt;
$force beam turrets to use normal fov:                   NO&lt;br /&gt;
$fix AI class bug:                                       NO&lt;br /&gt;
$turrets ignore targets radius in range checks:          NO&lt;br /&gt;
$no extra collision avoidance vs player:                 NO&lt;br /&gt;
$perform fewer checks for death screams:                 NO&lt;br /&gt;
$advanced turret fov edge checks:                        NO&lt;br /&gt;
$require turrets to have target in fov:                  NO&lt;br /&gt;
$all ships manage shields:                               NO&lt;br /&gt;
$ai aims from ship center:                               NO&lt;br /&gt;
$allow primary link at mission start:                    NO&lt;br /&gt;
$allow beams to damage bombs:                            NO&lt;br /&gt;
$disable weapon damage scaling for player:               NO&lt;br /&gt;
$countermeasures affect aspect seekers:                  NO&lt;br /&gt;
$ai path mode:                                           normal&lt;br /&gt;
$no warp camera:                                         NO&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# &amp;quot;[http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741 Re: New difficulty? - Feature request!]&amp;quot;, ''Hard Light Productions Forums'', Hard Light Productions, 2007-12-15. Retrieved on [[December_27]], [[2007]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Command-Line_Reference&amp;diff=45626</id>
		<title>Command-Line Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Command-Line_Reference&amp;diff=45626"/>
		<updated>2016-09-01T02:25:04Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: /* -shadow_quality */ -shadow_quality can now be used by itself.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2016-28-07|b40631e}}&lt;br /&gt;
&lt;br /&gt;
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|-?]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--May need version info for the various flags, such as 3.6.13, etc. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
'''&amp;quot;Enable Specular&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Only polygons mapped with textures for which a shinemap exists will receive specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Specular or if necessary to manually disable enter the flag -nospec}}&lt;br /&gt;
&lt;br /&gt;
====-env====&lt;br /&gt;
'''&amp;quot;Enable Environment maps&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
It only works if [[Command-Line_Reference#-spec|-spec]] is also set. Environment mapping intensity will be determined from the shine map too (see [[Texturing]] for more info). [[Installing FreeSpace 2 Open#Video setup|See Video setup.]]&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Environment Maps or if necessary to manually disable enter the flag -noenv }}&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
'''&amp;quot;Enable Glowmaps&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Glow Maps or if necessary to manually disable enter the flag -noglow }}&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
'''&amp;quot;Disable motion debris&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
&amp;quot;Disable scale-to-window for Movies&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Disables fullscreen scaling of video clips.&lt;br /&gt;
&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
'''&amp;quot;Apply Lighting to Missiles&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-normal====&lt;br /&gt;
'''&amp;quot;Enable Normal Maps&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Normal maps require GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary normal maps (the same name of the base map plus &amp;quot;-normal&amp;quot;). DXT5_NM DDS format is needed. (Technical note: DXT5 will work, since only the GREEN and ALPHA channels are read by the current shader system. One direction of lines goes into the GREEN channel, the other direction goes into the ALPHA channel. RED and BLUE can be either base gray (#808080) or black. Usual practice is after creating the DXT5_NM, copy the RED channel to the ALPHA channel, black out the RED and BLUE an then save as either a DXT5 or u8888 (uncompressed) DDS file.)&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Normal Maps or if necessary to manually disable enter the flag -nonormal }}&lt;br /&gt;
&lt;br /&gt;
====-height====&lt;br /&gt;
Enables height maps (parallax mapping). It only works if [[Command-Line_Reference#-normal|-normal]] is also set. It also needs GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary height maps (with the same name than base map plus &amp;quot;-height&amp;quot;).&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This feature is on by default. To manually disable, enter the flag -noheight}}&lt;br /&gt;
&lt;br /&gt;
====-post_process====&lt;br /&gt;
'''&amp;quot;Enable Post Processing&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
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 it's value, most post processing effects are achieved in mission per the mission designer or can be enabled globally in the table.&lt;br /&gt;
&lt;br /&gt;
====-soft_particles====&lt;br /&gt;
'''&amp;quot;Enable soft particles&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-3dshockwave====&lt;br /&gt;
'''&amp;quot;Enable 3D Shockwaves&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====-fxaa====&lt;br /&gt;
'''&amp;quot;Enable FXAA antialiasing&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Enables the FXAA postprocessing stage. Further information can be found here: http://www.hard-light.net/forums/index.php?topic=76145.0&lt;br /&gt;
&lt;br /&gt;
====-nolightshafts====&lt;br /&gt;
'''&amp;quot;Disable lightshafts&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====-enable_shadows====&lt;br /&gt;
{{table373|&lt;br /&gt;
'''&amp;quot;Enable shadows&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Enables shadows where supported by the OpenGL version provided by the user's GPU. -shadow_quality can be used to control the quality level.&lt;br /&gt;
{{note|Currently doesn't support shadows for cockpits and show ship.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-shadow_quality====&lt;br /&gt;
{{table373|&lt;br /&gt;
'''&amp;quot;Set shadows quality&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Valid ranges are 0 to 2 with 2 being the default. &lt;br /&gt;
&lt;br /&gt;
* 0 disables shadows (so there's no point in setting it!)&lt;br /&gt;
* 1 uses 512x512 shadow maps (lower quality)&lt;br /&gt;
* 2 uses 1024x1024 shadow maps (higher quality)&lt;br /&gt;
&lt;br /&gt;
Currently this requires -enable_shadows to be set, or it has no effect.&lt;br /&gt;
}}&lt;br /&gt;
{{table38|No longer requires -enable_shadows to be set.}}&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
'''&amp;quot;Compress non-compressed images&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
'''&amp;quot;Disable vertical sync&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-no_fps_capping====&lt;br /&gt;
'''&amp;quot;Don't limit frames-per-second&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
'''&amp;quot;Cache bitmaps between missions&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
'''&amp;quot;Another Pair of Scanning Lines&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
'''&amp;quot;Enable Info next to Target&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
&lt;br /&gt;
====-orbradar====&lt;br /&gt;
'''&amp;quot;Enables 3D radar&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
An Orb style 3D radar will replace the standard 2D version.&lt;br /&gt;
&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
'''&amp;quot;Enable Rearm/Repair Completion Timer&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
'''&amp;quot;Enable the analog Ballistic Ammo gauge&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
'''&amp;quot;Use Models for Ship Selection&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Uses ship models in ship selection window. It completely disables the standard ANI interface in this screen. &amp;lt;br&amp;gt;&lt;br /&gt;
Some mods need a compulsory use of this flag because they don't have available animations for their ships. In this situation, and if it is not used, the game will probably crash to desktop in the ship selection window.&lt;br /&gt;
&lt;br /&gt;
====-weapon_choice_3d====&lt;br /&gt;
'''&amp;quot;Use Models for Weapon Selection&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Uses weapon models in weapon loadout window for secondary weapons (missiles and bombs). It completely disables the standard ANI interface in this screen.  &amp;lt;br&amp;gt;&lt;br /&gt;
Some mods need a compulsory use of this flag because they don't have available animations for their secondary weapons. In this situation, and if it is not used, the game will probably crash to desktop in the weapon loadout window.&lt;br /&gt;
&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
'''&amp;quot;Enable 3D Warp&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
'''&amp;quot;Enable Flash upon Warp&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
&lt;br /&gt;
====-no_ap_interrupt====&lt;br /&gt;
'''&amp;quot;Disable Interrupting of AutoPilot&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Tells the game to not allow players to interrupt an autopilot already-in-progress.&lt;br /&gt;
&lt;br /&gt;
====-stretch_menu====&lt;br /&gt;
'''&amp;quot;Stretch interface to fill screen&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Scales the interface to fill the screen without preserving the aspect ratio. Omit this to keep the aspect ratio, adding black bars where appropriate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
'''&amp;quot;Preload mission game sounds&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
&lt;br /&gt;
====-nosound====&lt;br /&gt;
'''&amp;quot;Disable Sound and Music&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-nomusic====&lt;br /&gt;
'''&amp;quot;Disables Music&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
===Launcher===&lt;br /&gt;
====-portable_mode====&lt;br /&gt;
'''&amp;quot;Store config in portable location&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
'''&amp;quot;Run as Stand Alone Server&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Creates a standalone multi-player server.&lt;br /&gt;
&lt;br /&gt;
====-startgame====&lt;br /&gt;
'''&amp;quot;Skip Mainhall and Start Hosting&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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]]&lt;br /&gt;
&lt;br /&gt;
====-closed====&lt;br /&gt;
'''&amp;quot;Start Hosted Server as Closed&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Hosts a new game in a closed state, where no one can join until the in-game &amp;quot;Close&amp;quot; button is cleared.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -restricted or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-restricted====&lt;br /&gt;
'''&amp;quot;Host Confirms Join requests&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-multilog====&lt;br /&gt;
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&amp;amp;mdash;or with main data folder if no mod is active.&lt;br /&gt;
&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
{{Note| This feature is not available in current builds.}}&lt;br /&gt;
&lt;br /&gt;
====-mpnoreturn====&lt;br /&gt;
'''&amp;quot;Disables Flight Deck option&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-nohtl====&lt;br /&gt;
'''&amp;quot;Software Mode (very slow)&amp;quot;'''&lt;br /&gt;
{{Warning| Enabling this will significantly reduce performance.}}&lt;br /&gt;
Reverts to software rendering mode.&lt;br /&gt;
&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
'''&amp;quot;Disable Setting of Gamma&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
&lt;br /&gt;
====-nomovies====&lt;br /&gt;
'''&amp;quot;Disable Video Playback&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
'''&amp;quot;Disable Parsing Errors&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====-parse_cmdline_only====&lt;br /&gt;
'''&amp;quot;Parse Command Line Only&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
{{Note| This parameter was removed as of the July 5, 2011 nightly build.}}&lt;br /&gt;
&lt;br /&gt;
====-query_speech====&lt;br /&gt;
'''&amp;quot;Does this build have Speech?&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
&lt;br /&gt;
====-novbo====&lt;br /&gt;
'''&amp;quot;Disable OpenGL VBO&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-noibx====&lt;br /&gt;
'''&amp;quot;Don't use cached index buffers (IBX)&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
'''&amp;quot;Load all weapons, even those not used&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-disable_fbo====&lt;br /&gt;
'''&amp;quot;Disable OpenGL RenderTargets&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-disable_pbo====&lt;br /&gt;
'''&amp;quot;Disable OpenGL Pixel Buffer Objects&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
{{Table371|&lt;br /&gt;
*This feature is present to work around a bug in Linux's Mesa drivers for Intel integrated graphics cards}}&lt;br /&gt;
&lt;br /&gt;
====-no_glsl====&lt;br /&gt;
'''&amp;quot;Disable GLSL (shader) Support&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====-disable_glsl_model====&lt;br /&gt;
'''&amp;quot;Don't use shaders for model rendering&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-ati_swap====&lt;br /&gt;
'''&amp;quot;Fix Color issues on some ATI cards&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
[http://scp.indiegames.us/mantis/view.php?id=1669 Mantis #1669] is what led to this flag's creation.&lt;br /&gt;
&lt;br /&gt;
====-no_3d_sound====&lt;br /&gt;
'''&amp;quot;Use only 2D/stereo for sound effects&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-disable_di_mouse====&lt;br /&gt;
'''&amp;quot;Disables the DirectInput mouse code for FSO on windows.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
'''Windows Only''' Can make mouse movement smoother on certain machines.&lt;br /&gt;
&lt;br /&gt;
====-mipmap====&lt;br /&gt;
'''&amp;quot;Enable mipmapping&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
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). &amp;lt;br&amp;gt;&lt;br /&gt;
Since the use of already mipmapped DDS textures has become common, it has become deprecated.&lt;br /&gt;
The quality of the generated mipmaps depends on each GPU and used driver. It is normally used with [[Command-Line_Reference#-img2dds|-img2dds]] flag.&lt;br /&gt;
&lt;br /&gt;
====-use_gldrawelements====&lt;br /&gt;
'''&amp;quot;Use glDrawElements instead of glDrawRangeElements&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Introduced as a means of switching to the slower OpenGL call glDrawElements, instead of glDrawRangeElements.&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*This feature may resolve certain rendering problems where parts of models are not drawn on Linux drivers}}&lt;br /&gt;
&lt;br /&gt;
====-keyboard_layout====&lt;br /&gt;
'''&amp;quot;Manually sets a keyboard layout&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
A commandline parameter to set the keyboard layout as a string parameter.&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Currently the only valid string is &amp;quot;qwertz&amp;quot; (German) but French azerty may be added in future.}}&lt;br /&gt;
&lt;br /&gt;
====-old_collision====&lt;br /&gt;
'''&amp;quot;Use old collision detection system&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Uses the old collision code instead of Swifty's new collision code introduced in the 'go_even_faster' project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====-gl_finish====&lt;br /&gt;
'''&amp;quot;Fix input lag on AMD+Linux&amp;quot;'''&lt;br /&gt;
{{Table371|&lt;br /&gt;
This option adds a &amp;quot;glFinish()&amp;quot; call just prior to swapping buffers. It works around an issue with &amp;quot;recent&amp;quot; (HD 6000 &amp;amp; newer?) AMD cards using proprietary drivers on Linux. Be warned that enabling this may reduce framerate.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
'''&amp;quot;Allows Ingame Joining&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
&lt;br /&gt;
====-voicer====&lt;br /&gt;
'''&amp;quot;Voice Recognition&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====-fb_explosions====&lt;br /&gt;
'''&amp;quot;Enable Framebuffer Shockwaves&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
'''&amp;quot;Show frames per second on HUD&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
&lt;br /&gt;
====-pos====&lt;br /&gt;
'''&amp;quot;Show Position of Camera&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
&lt;br /&gt;
====-window====&lt;br /&gt;
'''&amp;quot;Run in Window&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
&lt;br /&gt;
====-fullscreen_window====&lt;br /&gt;
'''&amp;quot;Run in Fullscreen Window&amp;quot;'''&lt;br /&gt;
{{Note| This feature is only available on Windows.}}&lt;br /&gt;
&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timerbar format varies by build. This is a relic from the Volition development days, and is unmaintained.&lt;br /&gt;
{{Note| This parameter was removed as of the July 5, 2011 nightly build.}}&lt;br /&gt;
&lt;br /&gt;
====-stats====&lt;br /&gt;
'''&amp;quot;Show Statistics&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
'''&amp;quot;Show Coordinates&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
'''&amp;quot;Show Memory Usage&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Shows detailed RAM usage based on file, handler and process usage and display on the left-center side of the screen during mission load and while in mission.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner of the HUD is:&lt;br /&gt;
&lt;br /&gt;
'''DYN''' = dynamic memory, basically anything that's been allocated by the vm_* memory functions.  This does NOT indicate total memory usage but does account for most of it.&lt;br /&gt;
&lt;br /&gt;
'''POF''' = model memory, how much memory is being used by models (does not include textures)&lt;br /&gt;
&lt;br /&gt;
'''C-BMP, BMP''' = bmpman memory, how much is used by the textures/images that are loaded.  C-BMP means that you are using -cache_bitmaps and it will try to keep textures in memory between level loads and as the new level is loading it will keep what it needs and unload what it doesn't.  Can greatly increase level loading speed, but does so at the cost of memory between level loads.  This does not increase overall memory usage though, only during the loading screen.  BMP means that it is not cached and all textures are unloaded from memory at the start of level load and all needed textures are then loaded from the disk again.&lt;br /&gt;
&lt;br /&gt;
'''S-RAM''' = sound memory, how much is used by the sounds loaded in memory at the time.  This counts static sounds only (from sounds.tbl, etc.) and not streaming sounds (music, voices, briefing stuff, etc).&lt;br /&gt;
&lt;br /&gt;
'''V-RAM''' = approximate memory usage of video textures.  This does not mean that your card has this much memory, and can report higher numbers that your card actually has memory.  For OpenGL it also includes some of the geometry data, but this number does not reflect the total memory that your video card is using.  It only reports how much data the game has purposefully loaded into API memory (meaning it could be in system memory, video card memory, or AGP memory).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''(It only works with debug builds, not with release builds).''&lt;br /&gt;
&lt;br /&gt;
====-pofspew====&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
Details for each object are output to a pofspew.txt file created in the data folder. &amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise, ibx files are created in game before each mission.&lt;br /&gt;
&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
Is actually now (or should be) a typed reference rather than as a selection item. Takes 1 argument, usually a descriptive name.&lt;br /&gt;
Example usage: &amp;quot;-table_crcs MediaVPs&amp;quot; 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 &amp;quot;allocate&amp;quot; that .csv file to the mod in question, and as such should closely or exactly match that mods name if possible.&lt;br /&gt;
&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
Is actually now (or should be) a typed reference rather than as a selection item. Takes 1 argument, usually a descriptive name.&lt;br /&gt;
Example usage: &amp;quot;-mission_crcs MediaVPs&amp;quot; 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 &amp;quot;allocate&amp;quot; that .csv file to the mod in question, and as such should closely or exactly match that mods name if possible.&lt;br /&gt;
&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
'''&amp;quot;Disable Collisions&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
'''&amp;quot;Disable Weapon Rendering&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
This will make the FSO build spit out an html file that documents the supported SEXP's.&lt;br /&gt;
&lt;br /&gt;
Just double click on sexps.html and it should open in your default web browser.&lt;br /&gt;
&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
This will make the FSO build spit out an html file that documents the supported scripting hooks and LUA libraries.&lt;br /&gt;
&lt;br /&gt;
Just double click on scripting.html and it should open in your default web browser.&lt;br /&gt;
&lt;br /&gt;
====-nograb====&lt;br /&gt;
Disables focus grabbing in a window.&lt;br /&gt;
{{Note| This feature is not available on Windows.}}&lt;br /&gt;
&lt;br /&gt;
====-save_render_target====&lt;br /&gt;
'''&amp;quot;Save Render Targets to file&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
====-debug_window====&lt;br /&gt;
'''&amp;quot;Display Debug Window&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Lists the fs2_open.log in (nearly)real-time generation.&lt;br /&gt;
&lt;br /&gt;
====-verify_vps====&lt;br /&gt;
'''&amp;quot;Spew VP crcs to vp_crcs.txt&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Exports the CRC values of the VP files being loaded into a vp_crcs.txt file.&lt;br /&gt;
&lt;br /&gt;
====-reparse_mainhall====&lt;br /&gt;
'''&amp;quot;Reparse mainhall.tbl when loading halls&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Mainhall.tbl will be reparsed every time a mainhall is loaded, as opposed to just once at game startup.&lt;br /&gt;
&lt;br /&gt;
====-profile_frame_time====&lt;br /&gt;
'''&amp;quot;Profile engine subsystems&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====-profile_write_file====&lt;br /&gt;
'''&amp;quot;Write profiling information to file&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
This will write the frame times of each gameplay frame to the file 'profiling.csv' where each line is ''&amp;lt;time&amp;gt;;&amp;lt;frametime&amp;gt;''. 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.&lt;br /&gt;
&lt;br /&gt;
====-no_unfocused_pause====&lt;br /&gt;
'''&amp;quot;Don't pause if the window isn't focused&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
When the FSO window looses focus it will not pause the game, useful for doing non-interactive test runs.&lt;br /&gt;
&lt;br /&gt;
====-benchmark_mode====&lt;br /&gt;
'''&amp;quot;Puts the game into benchmark mode&amp;quot;'''&lt;br /&gt;
See [[Benchmarking]] for more information.&lt;br /&gt;
&lt;br /&gt;
====-noninteractive====&lt;br /&gt;
'''&amp;quot;Disables interactive dialogs&amp;quot;'''&lt;br /&gt;
Disables all dialogs and chooses the default option when one would be displayed. Very useful for a standalone server on a headless system.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
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 &amp;quot;-option argument&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Lighting===&lt;br /&gt;
These factors can dramatically alter the atmosphere of the game. [[Sample Lighting Settings|This page]] has some sample lighting settings with screenshots.&lt;br /&gt;
&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
====-no_emissive_light====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
====-ogl_spec====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-bloom_intensity====&lt;br /&gt;
Requires -post_processing (&amp;quot;Enable Post Processing&amp;quot;) command.&lt;br /&gt;
Default value is 75. Range is 0-200.&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
====-res====&lt;br /&gt;
Allows you to specify a resolution if the desired one cannot be set in the Launcher. &lt;br /&gt;
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 &amp;quot;Run at specified resolution&amp;quot; option the Launcher gives is essentially this, but without being able to actually specify a resolution, it doesn't work.&lt;br /&gt;
&lt;br /&gt;
====-center_res====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====-fxaa_preset====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-start_mission====&lt;br /&gt;
'''&amp;quot;Skip the mainhall in jump right into the specified mission&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====-mod====&lt;br /&gt;
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''.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
#Freespace2/dir1/&lt;br /&gt;
#Freespace2/dir2/&lt;br /&gt;
#Freespace2/dir3/&lt;br /&gt;
# ... (the rest of the typed directories) ...&lt;br /&gt;
#Freespace2/dirx/&lt;br /&gt;
#Freespace2/&lt;br /&gt;
&lt;br /&gt;
This flag can be indirectly set, (and it is normally set), through Launcher MOD tab and [[mod.ini]] file.&lt;br /&gt;
&lt;br /&gt;
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'''.&lt;br /&gt;
If ''Freespace2/moddir/[[mod.ini]]'' exists it will be used to modify the -mod flag, too.&lt;br /&gt;
&lt;br /&gt;
For further details, see '''[[mod.ini]]'''&lt;br /&gt;
&lt;br /&gt;
'''Data precedence'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Inside each directory, data precedence is the following:&lt;br /&gt;
&lt;br /&gt;
#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.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &amp;quot;similar&amp;quot; to zip archives. They just contain other files and folders. Moreover, files have to be stored using the same ''data/'' structure used outside it). &amp;lt;br&amp;gt;Vp archives are read in alphabetical order, so aaa.vp files have higher priority than aab.vp files and so on.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Additional notes'''&lt;br /&gt;
# 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.&lt;br /&gt;
# 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.&lt;br /&gt;
{{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}}&lt;br /&gt;
# 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.&lt;br /&gt;
&lt;br /&gt;
{{Warning| '''Priority and Texture Formats'''&lt;br /&gt;
&lt;br /&gt;
''Obsolete behavior - Until FS2_open v3.6.9.:''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''New behavior - From FS2_open v3.6.10. (including previous beta testing releases):''&lt;br /&gt;
&lt;br /&gt;
The former issue has been fixed. Now texture format priority is only applied within the same location. In this ''strange'' situation it goes DDS -&amp;gt; TGA -&amp;gt; JPG -&amp;gt; PCX. Examples:&lt;br /&gt;
* ''/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.dds'' is loaded instead of ''/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.tga''.&lt;br /&gt;
* But your improved ''/Freespace2/data/maps/MyTexture.xxx'' will override them both despite of its format.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-fov====&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''float''''' Angle&lt;br /&gt;
*Valid Values: 0 to 2*Pi radians&lt;br /&gt;
*Default Value: 0.75 radians&lt;br /&gt;
&lt;br /&gt;
{{Note|For peculiar reasons, the actual FoV/AoV used by the game will be the supplied value multiplied by 1.39626348.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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. &amp;quot;Ergonomic&amp;quot; distances generally yield a '''''diagonal''''' AoV of 0.523 radians (30 degrees), but you can easily find the natural AoV by the following formula:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AoV (radians) = 2 * atan( H / ( 2*D ))&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
&lt;br /&gt;
Height of screen = H&lt;br /&gt;
&lt;br /&gt;
Distance between head/eye and the screen = D&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by the host.  This only works when used in conjunction with -startgame.  &lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the name to be assigned to the game being created.&lt;br /&gt;
&lt;br /&gt;
This argument does nothing when used with -standalone.  To set the name for a standalone server, see [[Multiplayer(Main)#Standalone Servers|Standalone Servers]].&lt;br /&gt;
&lt;br /&gt;
See related:&amp;amp;nbsp;&amp;amp;nbsp; [[Command-Line_Reference#-startgame|-startgame]]&amp;amp;nbsp;&amp;amp;nbsp; [[Multiplayer(Main)#Standalone Servers|Standalone Servers]]&lt;br /&gt;
&lt;br /&gt;
====-password====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the required password for the game being created.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]&lt;br /&gt;
&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player's minimum rank for joining a game.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player's maximum rank for joining a game on a standalone server.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to host a game or serve a standalone game.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port on which the host will listen for clients.&lt;br /&gt;
&lt;br /&gt;
====-connect====&lt;br /&gt;
Automatically connect to multiplayer IP:PORT.&lt;br /&gt;
&lt;br /&gt;
Takes one string value, such as 192.168.0.1:&lt;br /&gt;
&lt;br /&gt;
====-timeout====&lt;br /&gt;
Multiplayer network timeout (secs).&lt;br /&gt;
&lt;br /&gt;
Takes one integer argument, the timeout value in seconds.  Default is 30.&lt;br /&gt;
&lt;br /&gt;
====-cap_object_update====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Takes one argument integer (0 to 3) which corresponds to the object update cap (With 0 being low and 3 being LAN).&lt;br /&gt;
&lt;br /&gt;
===Help===&lt;br /&gt;
====-help====&lt;br /&gt;
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...&lt;br /&gt;
&lt;br /&gt;
====--help====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-h====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-?====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Ships_and_General_Mod_Creation&amp;diff=45624</id>
		<title>Ships and General Mod Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Ships_and_General_Mod_Creation&amp;diff=45624"/>
		<updated>2016-08-30T19:14:58Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: /* Getting Started: */ Cleaning up this awkward construction.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thanks to the work of the [[Source Code Project]] (SCP) team modifying FreeSpace 2 is now very easy, though understanding everything by yourself is extremely difficult with to date only one major modification released that could be called a solo project (see [[WoD]]).  Your best bet to start Modifying is to focus on one area, at least to begin with, then once you have a grasp of how things work or you decide you are no longer interested in it and you feel like other areas interest you can start looking at them.  Modifying any game calls on a wide array of talents from general creative writing to table editing, model making and the ever in demand skills of texture artists.  This page is intended as a getting started and confidence builder as an in depth how to is a massive undertaking and the detailed information on how to mod FreeSpace is found within the modding section of this wiki with issue specific help and advice available on the Hard Light Productions forum.&lt;br /&gt;
&lt;br /&gt;
==Before We Get Started==&lt;br /&gt;
&lt;br /&gt;
===Your New Best Friends===&lt;br /&gt;
&lt;br /&gt;
By closely reading this page, you have taken your first steps of making the most important friend every FreeSpace modder has - the Modding Portal of the FreeSpace Wiki.  Within the Wiki's pages is a gold mine of information created by the SCP team and community members who have spent a huge amount of time and effort making sure things work, and how they work is well documented.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your next best friends are in your FreeSpace2\data folder, and they are fs2_open.log and fred2_open.log. These two files are the logs generated by the debug builds of FreeSpace 2 and the FRED2 editor.  The way to tell between a release and debug build is that after the build cycle number in the file name there is a d for debug or r for regular, eg 3.6.12d.  any information after this point in the file name is information that tells the support guys exactly which version you are using.  Whenever you are running a debug build of FreeSpace or FRED, the program creates a constant record of the program's activity and lists any error messages where possible that occur and stores that record in the listed log files. Debug builds try to catch every error they can while release builds try to ignore them, making debug build an invaluable tool for error-checking.  To open the logs, simply double click on them and, if prompted, select any text editor.&lt;br /&gt;
&lt;br /&gt;
===Required:===&lt;br /&gt;
&lt;br /&gt;
The following are required to create mods for FreeSpace Open:&lt;br /&gt;
&lt;br /&gt;
*A working and legitimate copy of FreeSpace 2&lt;br /&gt;
*FreeSpace Open executable (preferably the latest stable build or, if you know what you are doing, a Nightly build)&lt;br /&gt;
*Imagination&lt;br /&gt;
&lt;br /&gt;
==Getting Started:==&lt;br /&gt;
&lt;br /&gt;
The first thing to know when modifying FreeSpace 2 is to understand how the mod structure works.  Each mod needs its own folder within the FreeSpace 2 folder. For example, Wings of Dawn on my computer is C:\Games\Freespace2\Wings of Dawn. All files that directly relate to the WoD mod are found within this folder on my PC, though a file (mod.ini) within the folder tells FreeSpace to go and look for the mediavps mod. The mod structure allows for mods to be chained together in a simple fashion. Within the mod folders is another folder called data. The data folder is not present in mods relying on .[[VP]] files, which are container files that mimic the mod structure and are used to make distributing and installing mods easier. Within the data folder are the subfolders which the files that make the mod are stored. The subfolders are there to keep everyone sane and make everything easier to find. The majority are self-explanatory but a detailed breakdown can be found in [[FS2_Data_Structure]]. Below is a summary of important information relating to this tutorial.&lt;br /&gt;
&lt;br /&gt;
*''Cache'' - To reduce loading times, the engine will generate a cache file for each model it encounters. Since cache generation can take quite long for more complex models, you should always include cache files for unique mods.&lt;br /&gt;
{{Table374|&lt;br /&gt;
:Cache files are no longer used or generated by the executable; since making a new mod should always be done on the latest stable release, you shouldn't have to worry about cache files anymore.}}&lt;br /&gt;
*''Cbanims'' - This is where command and mission briefing animations are stored.&lt;br /&gt;
*''Effects'' - Weapon and other 2D effects, stars, planets, nebulae, e.t.c.&lt;br /&gt;
*''Fonts'' - Font files are kept here. Unless you are aiming at a total conversion, you will in all likelihood not need this folder.&lt;br /&gt;
*''Hud'' - This is where custom HUD graphics go.&lt;br /&gt;
*''Intelanims'' - Animations used in the Techroom for weapons and intel sections are located here.&lt;br /&gt;
*''Interface'' - Images and animations used in the menu system go here. Not everything that you would expect to be a still is stored as a still, so research carefully before changing anything.  Only larger mods and total conversions generally go into this because it is hard to do properly.&lt;br /&gt;
*''Maps'' - Texture files for ships and other model-based objects.&lt;br /&gt;
*''Missions'' - This is where FRED should be storing mission files and the only place where FS2 will look for missions and campaigns, both single- and multi-player.&lt;br /&gt;
*''Models'' - .pof files go here no matter what purpose.&lt;br /&gt;
*''Music'' - In-game music files go here.&lt;br /&gt;
*''Sounds'' - Sound effects like weapons fire belong here.&lt;br /&gt;
*''Tables'' - This is where the .tbl and .tbm files go that tells the game how to use the majority of the information in the folders listed and also controls a number of other game aspects.&lt;br /&gt;
*''Voice'' - Voice overs for mission chatter.&lt;br /&gt;
&lt;br /&gt;
==Simple Modifications==&lt;br /&gt;
&lt;br /&gt;
One of the simplest things to do is add a new weapons or ships created by the community. The two are often related as ships created by members might have their own custom weapons.&lt;br /&gt;
&lt;br /&gt;
===Adding A Ship===&lt;br /&gt;
&lt;br /&gt;
The following will be an example of how to add a ship in FreeSpace:&lt;br /&gt;
&lt;br /&gt;
*Go to [[SC Lamia]] in [[User-made Ships]] and download it.  &lt;br /&gt;
*Create a folder in FreeSpace2 directory called New Ship.&lt;br /&gt;
*Within the New Ship directory,  create a folder called data.&lt;br /&gt;
*Extract sc_lamia.rar. If you are unable to, you can download a file archiver such as 7-zip to extract the files.&lt;br /&gt;
*Inside the file are three folders called maps, models, and tables. Copy them into your New Ship\data folder without altering them.  &lt;br /&gt;
*Create a mod.ini by opening a text editor. The following are required for the mod.ini to work:&lt;br /&gt;
**[launcher]&lt;br /&gt;
**modname      = New Ship;&lt;br /&gt;
**[multimod]&lt;br /&gt;
**primarylist  = ;&lt;br /&gt;
**secondarylist = mediavps_3612 ;&lt;br /&gt;
***This is optional. By having the mediavps_3612 listed in your secondarylist, you will use the SC Lamia as well as the Mediavps instead of the Lamia with retail FS2 assets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Congratulations!&amp;lt;/b&amp;gt; You have just created your first mod.  If you look in the maps folder there will be three .dds image files which make up the ship's texture. The models folder will contain SCLamia.pof, and in tables there are two .tbm files - one for the ship and one for a custom weapon for that ship.&lt;br /&gt;
&lt;br /&gt;
There is one more thing I want you to do, though. Open sclamia-shp.tbm in a text editor and find the line starting $flags:. The full line reads ''$Flags: ( &amp;quot;cruiser&amp;quot; )''.  Add &amp;quot;in tech database&amp;quot; with the quotation marks to the line between the parentheses so it reads ''$Flags: ( &amp;quot;cruiser&amp;quot; &amp;quot;in tech database&amp;quot; )''. Save and close the file. This allows the Lamia to be viewed in the Techroom from the beginning. Open your FreeSpace launcher and select New Ship as the mod and run the game. If you get an error message, go back to the file and double-check the flags line to the example I provided.  When you reach the main screen go to the Techroom and at the bottom should be the Shivan cruiser you just added, the ship will not appear in any missions at this time because a mission file needs creating using the ship.&lt;br /&gt;
&lt;br /&gt;
===Mod.ini===&lt;br /&gt;
&lt;br /&gt;
Unlike other files, the mod.ini does not go in the data folder of a mod. Instead, this file goes in the main directory for the mod (e.g. Freespace2\New Ship for the above example) and adds the final polish to a mod. It performs useful tasks like linking other mods. Like many of the files in Freespace 2, this is basically a renamed .txt file and can be opened by any text editor. Let’s take a look at one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 # PLEASE NOTE ALL INI SETTINGS ARE *OPTIONAL*&lt;br /&gt;
 # modname:       Display name only, so you can have spaces instead of underscores for multi word MOD's&lt;br /&gt;
 # image255x112:  Location of a 255x112 bmp you wish to display in the launcher&lt;br /&gt;
 # infotext:      Text that will appear in the launcher&lt;br /&gt;
 # website:       Link to your website&lt;br /&gt;
 # forum:         Link to your forum&lt;br /&gt;
 [launcher]&lt;br /&gt;
 modname      = Mod Name&lt;br /&gt;
 image255x112 = mod-logo.bmp;&lt;br /&gt;
 infotext     = Here is a short blurb for the mod&lt;br /&gt;
 # website      = Here is where a web address goes if your mod has one&lt;br /&gt;
 # forum        = http://www.hard-light.net/forums&lt;br /&gt;
 &lt;br /&gt;
 [multimod]&lt;br /&gt;
 primarylist  = ;&lt;br /&gt;
 secondarylist = mediavps_3612;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the contents of the mod.ini for a sample mod.&lt;br /&gt;
&lt;br /&gt;
Anything following a # is a comment and is ignored by the launcher.&lt;br /&gt;
&lt;br /&gt;
The first section is information for the FreeSpace launcher and contains the following: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* modname: the name of the mod&lt;br /&gt;
* image255x112: the name of a 255x112 pixel .bmp to use as a mod image&lt;br /&gt;
* infotext: the area where you can put info about the mod and/or a tag line&lt;br /&gt;
* website: the link to your website that will be linked to the Website button in the launcher&lt;br /&gt;
* forum: the link to your forum that will be linked to the Forum button in the launcher&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the example shown both website and forum are commented out but if you remove the # and save they will be read by the launcher.&lt;br /&gt;
&lt;br /&gt;
The next bit links the mod into other ones, the example above will call the 3.6.12 version of the mediavps to enhance the visuals of anything in FreeSpace 2 that is not touched by your mod. For example, if you turn the Ravana green, the Ravan will not be red because the mediaVPs_3612 is in the secondary line. However, it will become red if you have the mediavps_3612 in your primarylist.  Most of the time, you will only use secondary list. This is the one you are recommended to use unless you know exactly what you are doing.&lt;br /&gt;
&lt;br /&gt;
===Changing Other Mods===&lt;br /&gt;
&lt;br /&gt;
You have downloaded some mod. You played it, and you have beaten it. However, you want to change something. Perhaps you feel the anti-fighter turrets are too weak or that there is a different ship you want to use. &amp;lt;b&amp;gt; Do NOT add, remove, or change anything in the actual folder!&amp;lt;/b&amp;gt; This is because you will change the mod as long as the altered files are in there. What you should do is create a mod as explained in 'Adding A Ship' and place a mod.ini referencing the folder name for whatever mod you wish to alter in the secondary mod line. Then place the edit-that-you-want-to-make (e.g. model, .tbm, etc.) into this new mod. Once you have done all of that, select the new mod folder in the Freespace launcher’s mod tab and run.  Because of the reference to the original in the mod.ini, that and any mods referenced by that mod will be loaded, but the changes you made will override the original. This way, you get to play your twist on the mod whenever you want without having to alter the original mod to play it.&lt;br /&gt;
&lt;br /&gt;
==.VP==&lt;br /&gt;
&lt;br /&gt;
Because of the ease in damaging data key to a mod or indeed retail, &amp;lt;b&amp;gt;IT IS STRONGLY ADVISED THAT .VP FILES ARE NOT EDITED IN ANY WAY!&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The advantage of a .vp file is ease of distribution. A .vp file is a container used to maintain the file structure. All that is required is that they are all placed in the mod folder. The problem with changing them is that if you edit one and get it wrong, you may have to reinstall the mod because there is no way for mod/FSO support teams to know what you have done to the .vp, and they have enough on their plate without having to user fix a problem that shouldn't have happened.&lt;br /&gt;
&lt;br /&gt;
==.TBM VS. .TBL==&lt;br /&gt;
&lt;br /&gt;
A .tbl is the core table file of that type, and only one can be loaded into FreeSpace at any one time. .tbl files provide the structure to the engine and require all basic elements to be present to work.&lt;br /&gt;
&lt;br /&gt;
A .tbm (called [[Modular Tables]]) file, on the other hand, is an additional file to the .tbl, usually providing additional data to the .tbl or overriding it if needed. Generally, you'll be using a .tbm unless you're planning on doing a total conversion. .tbm files also have the advantage that FS2 can handle multiple .tbm files of any given type, though a modder should avoid conflicting entries at all costs.&lt;br /&gt;
&lt;br /&gt;
==Closing Words==&lt;br /&gt;
&lt;br /&gt;
I cannot overstate the usefulness of [[Portal:Modding]] and everything within its links. A good 90-95% of what I know about modding was learned in there and the rest was trial and error with a new newbie questions on the forum and IRC channel.  &lt;br /&gt;
&lt;br /&gt;
Another thing is that it is as a matter of courtesy to credit people whose resources you use. You are unlikely to get thrown out of the community for not doing so, but it is always nice to have that little nod of thanks.&lt;br /&gt;
&lt;br /&gt;
Also on a side note: don’t change the name of the folder for and existing/downloaded mod. Many mods reference each other, and changing the name for the folder will break the links in the mod.ini of any mods that tries to use it. This increases the chance that there will be assets missing. On top of this, when you report the issues cause by changing folder name, you will be treated in a colder manner because you have broken the hard work that went into making sure the mod worked correctly in the first place. Lets face it. How would you react if you got your mod working nicely and someone comes to you because the mod doesn’t work by being renamed? And then several other people started to complain about the same problem?&lt;br /&gt;
&lt;br /&gt;
Remember the most important thing when modding a FreeSpace is to have fun. It can be surprising how fun trial, error, and figuring things out for yourself can be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Good luck and if you really do get stuck do not be afraid to ask questions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials|General Mod Creation]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Ships_and_General_Mod_Creation&amp;diff=45623</id>
		<title>Ships and General Mod Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Ships_and_General_Mod_Creation&amp;diff=45623"/>
		<updated>2016-08-30T19:01:54Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: /* Getting Started: */ Cache files aren't used anymore.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thanks to the work of the [[Source Code Project]] (SCP) team modifying FreeSpace 2 is now very easy, though understanding everything by yourself is extremely difficult with to date only one major modification released that could be called a solo project (see [[WoD]]).  Your best bet to start Modifying is to focus on one area, at least to begin with, then once you have a grasp of how things work or you decide you are no longer interested in it and you feel like other areas interest you can start looking at them.  Modifying any game calls on a wide array of talents from general creative writing to table editing, model making and the ever in demand skills of texture artists.  This page is intended as a getting started and confidence builder as an in depth how to is a massive undertaking and the detailed information on how to mod FreeSpace is found within the modding section of this wiki with issue specific help and advice available on the Hard Light Productions forum.&lt;br /&gt;
&lt;br /&gt;
==Before We Get Started==&lt;br /&gt;
&lt;br /&gt;
===Your New Best Friends===&lt;br /&gt;
&lt;br /&gt;
By closely reading this page, you have taken your first steps of making the most important friend every FreeSpace modder has - the Modding Portal of the FreeSpace Wiki.  Within the Wiki's pages is a gold mine of information created by the SCP team and community members who have spent a huge amount of time and effort making sure things work, and how they work is well documented.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your next best friends are in your FreeSpace2\data folder, and they are fs2_open.log and fred2_open.log. These two files are the logs generated by the debug builds of FreeSpace 2 and the FRED2 editor.  The way to tell between a release and debug build is that after the build cycle number in the file name there is a d for debug or r for regular, eg 3.6.12d.  any information after this point in the file name is information that tells the support guys exactly which version you are using.  Whenever you are running a debug build of FreeSpace or FRED, the program creates a constant record of the program's activity and lists any error messages where possible that occur and stores that record in the listed log files. Debug builds try to catch every error they can while release builds try to ignore them, making debug build an invaluable tool for error-checking.  To open the logs, simply double click on them and, if prompted, select any text editor.&lt;br /&gt;
&lt;br /&gt;
===Required:===&lt;br /&gt;
&lt;br /&gt;
The following are required to create mods for FreeSpace Open:&lt;br /&gt;
&lt;br /&gt;
*A working and legitimate copy of FreeSpace 2&lt;br /&gt;
*FreeSpace Open executable (preferably the latest stable build or, if you know what you are doing, a Nightly build)&lt;br /&gt;
*Imagination&lt;br /&gt;
&lt;br /&gt;
==Getting Started:==&lt;br /&gt;
&lt;br /&gt;
The first thing to know when modifying FreeSpace 2 is to understand how the mod structure works.  Each mod needs its own folder within the FreeSpace 2 folder. For example, Wings of Dawn on my computer is C:\Games\Freespace2\Wings of Dawn. All files that directly relate to the WoD mod are found within this folder on my PC, though a file (mod.ini) within the folder tells FreeSpace to go and look for the mediavps mod. The mod structure allows for mods to be chained together in a simple fashion. Within the mod folders is another folder called data. The data folder is not present in mods relying on .[[VP]] files, which are container files that mimic the mod structure and are used to make distributing and installing mods easier. Within the data folder are the subfolders which the files that make the mod are stored. The subfolders are there to keep everyone sane and make everything easier to find. The majority are self-explanatory but a detailed breakdown can be found in [[FS2_Data_Structure]]. Below is a summary of important information relating to this tutorial.&lt;br /&gt;
&lt;br /&gt;
*''Cache'' - To reduce loading times, the engine will generate a cache file for each model it encounters. Since cache generation can take quite long for more complex models, you should always include cache files for unique mods.&lt;br /&gt;
{{Table374|&lt;br /&gt;
:Cache files are no longer used or generated by the executable; since making a new mod should always be done on the latest stable release, you shouldn't have to worry about cache files anymore.}}&lt;br /&gt;
*''Cbanims'' - This is where command and mission briefing animations are stored.&lt;br /&gt;
*''Effects'' - Weapon and other 2D effects, stars, planets, nebulae, e.t.c.&lt;br /&gt;
*''Fonts'' - Font files are kept here. Unless you are aiming at a total conversion, you will in all likelihood not need this folder.&lt;br /&gt;
*''Hud'' - This is where custom HUD graphics go.&lt;br /&gt;
*''Intelanims'' - Animations used in the Techroom for weapons and intel sections are located here.&lt;br /&gt;
*''Interface'' - Images and animations used in the menu system go here. Not everything that you would expect to be a still is stored as a still, so research carefully before changing anything.  Only larger mods and total conversions generally go into this because it is hard to do properly.&lt;br /&gt;
*''Maps'' - Texture files for ships and other model-based objects.&lt;br /&gt;
*''Missions'' - This is where FRED should be storing mission files and the only place where FS2 will look for missions both single player and campaign.&lt;br /&gt;
*''Models'' - .pof files go here no matter what purpose.&lt;br /&gt;
*''Music'' - In-game music files go here.&lt;br /&gt;
*''Sounds'' - Sound effects like weapons fire belong here.&lt;br /&gt;
*''Tables'' - This is where the .tbl and .tbm files go that tells the game how to use the majority of the information in the folders listed and also controls a number of other game aspects.&lt;br /&gt;
*''Voice'' - Voice overs for mission chatter.&lt;br /&gt;
&lt;br /&gt;
==Simple Modifications==&lt;br /&gt;
&lt;br /&gt;
One of the simplest things to do is add a new weapons or ships created by the community. The two are often related as ships created by members might have their own custom weapons.&lt;br /&gt;
&lt;br /&gt;
===Adding A Ship===&lt;br /&gt;
&lt;br /&gt;
The following will be an example of how to add a ship in FreeSpace:&lt;br /&gt;
&lt;br /&gt;
*Go to [[SC Lamia]] in [[User-made Ships]] and download it.  &lt;br /&gt;
*Create a folder in FreeSpace2 directory called New Ship.&lt;br /&gt;
*Within the New Ship directory,  create a folder called data.&lt;br /&gt;
*Extract sc_lamia.rar. If you are unable to, you can download a file archiver such as 7-zip to extract the files.&lt;br /&gt;
*Inside the file are three folders called maps, models, and tables. Copy them into your New Ship\data folder without altering them.  &lt;br /&gt;
*Create a mod.ini by opening a text editor. The following are required for the mod.ini to work:&lt;br /&gt;
**[launcher]&lt;br /&gt;
**modname      = New Ship;&lt;br /&gt;
**[multimod]&lt;br /&gt;
**primarylist  = ;&lt;br /&gt;
**secondarylist = mediavps_3612 ;&lt;br /&gt;
***This is optional. By having the mediavps_3612 listed in your secondarylist, you will use the SC Lamia as well as the Mediavps instead of the Lamia with retail FS2 assets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Congratulations!&amp;lt;/b&amp;gt; You have just created your first mod.  If you look in the maps folder there will be three .dds image files which make up the ship's texture. The models folder will contain SCLamia.pof, and in tables there are two .tbm files - one for the ship and one for a custom weapon for that ship.&lt;br /&gt;
&lt;br /&gt;
There is one more thing I want you to do, though. Open sclamia-shp.tbm in a text editor and find the line starting $flags:. The full line reads ''$Flags: ( &amp;quot;cruiser&amp;quot; )''.  Add &amp;quot;in tech database&amp;quot; with the quotation marks to the line between the parentheses so it reads ''$Flags: ( &amp;quot;cruiser&amp;quot; &amp;quot;in tech database&amp;quot; )''. Save and close the file. This allows the Lamia to be viewed in the Techroom from the beginning. Open your FreeSpace launcher and select New Ship as the mod and run the game. If you get an error message, go back to the file and double-check the flags line to the example I provided.  When you reach the main screen go to the Techroom and at the bottom should be the Shivan cruiser you just added, the ship will not appear in any missions at this time because a mission file needs creating using the ship.&lt;br /&gt;
&lt;br /&gt;
===Mod.ini===&lt;br /&gt;
&lt;br /&gt;
Unlike other files, the mod.ini does not go in the data folder of a mod. Instead, this file goes in the main directory for the mod (e.g. Freespace2\New Ship for the above example) and adds the final polish to a mod. It performs useful tasks like linking other mods. Like many of the files in Freespace 2, this is basically a renamed .txt file and can be opened by any text editor. Let’s take a look at one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 # PLEASE NOTE ALL INI SETTINGS ARE *OPTIONAL*&lt;br /&gt;
 # modname:       Display name only, so you can have spaces instead of underscores for multi word MOD's&lt;br /&gt;
 # image255x112:  Location of a 255x112 bmp you wish to display in the launcher&lt;br /&gt;
 # infotext:      Text that will appear in the launcher&lt;br /&gt;
 # website:       Link to your website&lt;br /&gt;
 # forum:         Link to your forum&lt;br /&gt;
 [launcher]&lt;br /&gt;
 modname      = Mod Name&lt;br /&gt;
 image255x112 = mod-logo.bmp;&lt;br /&gt;
 infotext     = Here is a short blurb for the mod&lt;br /&gt;
 # website      = Here is where a web address goes if your mod has one&lt;br /&gt;
 # forum        = http://www.hard-light.net/forums&lt;br /&gt;
 &lt;br /&gt;
 [multimod]&lt;br /&gt;
 primarylist  = ;&lt;br /&gt;
 secondarylist = mediavps_3612;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the contents of the mod.ini for a sample mod.&lt;br /&gt;
&lt;br /&gt;
Anything following a # is a comment and is ignored by the launcher.&lt;br /&gt;
&lt;br /&gt;
The first section is information for the FreeSpace launcher and contains the following: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* modname: the name of the mod&lt;br /&gt;
* image255x112: the name of a 255x112 pixel .bmp to use as a mod image&lt;br /&gt;
* infotext: the area where you can put info about the mod and/or a tag line&lt;br /&gt;
* website: the link to your website that will be linked to the Website button in the launcher&lt;br /&gt;
* forum: the link to your forum that will be linked to the Forum button in the launcher&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the example shown both website and forum are commented out but if you remove the # and save they will be read by the launcher.&lt;br /&gt;
&lt;br /&gt;
The next bit links the mod into other ones, the example above will call the 3.6.12 version of the mediavps to enhance the visuals of anything in FreeSpace 2 that is not touched by your mod. For example, if you turn the Ravana green, the Ravan will not be red because the mediaVPs_3612 is in the secondary line. However, it will become red if you have the mediavps_3612 in your primarylist.  Most of the time, you will only use secondary list. This is the one you are recommended to use unless you know exactly what you are doing.&lt;br /&gt;
&lt;br /&gt;
===Changing Other Mods===&lt;br /&gt;
&lt;br /&gt;
You have downloaded some mod. You played it, and you have beaten it. However, you want to change something. Perhaps you feel the anti-fighter turrets are too weak or that there is a different ship you want to use. &amp;lt;b&amp;gt; Do NOT add, remove, or change anything in the actual folder!&amp;lt;/b&amp;gt; This is because you will change the mod as long as the altered files are in there. What you should do is create a mod as explained in 'Adding A Ship' and place a mod.ini referencing the folder name for whatever mod you wish to alter in the secondary mod line. Then place the edit-that-you-want-to-make (e.g. model, .tbm, etc.) into this new mod. Once you have done all of that, select the new mod folder in the Freespace launcher’s mod tab and run.  Because of the reference to the original in the mod.ini, that and any mods referenced by that mod will be loaded, but the changes you made will override the original. This way, you get to play your twist on the mod whenever you want without having to alter the original mod to play it.&lt;br /&gt;
&lt;br /&gt;
==.VP==&lt;br /&gt;
&lt;br /&gt;
Because of the ease in damaging data key to a mod or indeed retail, &amp;lt;b&amp;gt;IT IS STRONGLY ADVISED THAT .VP FILES ARE NOT EDITED IN ANY WAY!&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The advantage of a .vp file is ease of distribution. A .vp file is a container used to maintain the file structure. All that is required is that they are all placed in the mod folder. The problem with changing them is that if you edit one and get it wrong, you may have to reinstall the mod because there is no way for mod/FSO support teams to know what you have done to the .vp, and they have enough on their plate without having to user fix a problem that shouldn't have happened.&lt;br /&gt;
&lt;br /&gt;
==.TBM VS. .TBL==&lt;br /&gt;
&lt;br /&gt;
A .tbl is the core table file of that type, and only one can be loaded into FreeSpace at any one time. .tbl files provide the structure to the engine and require all basic elements to be present to work.&lt;br /&gt;
&lt;br /&gt;
A .tbm (called [[Modular Tables]]) file, on the other hand, is an additional file to the .tbl, usually providing additional data to the .tbl or overriding it if needed. Generally, you'll be using a .tbm unless you're planning on doing a total conversion. .tbm files also have the advantage that FS2 can handle multiple .tbm files of any given type, though a modder should avoid conflicting entries at all costs.&lt;br /&gt;
&lt;br /&gt;
==Closing Words==&lt;br /&gt;
&lt;br /&gt;
I cannot overstate the usefulness of [[Portal:Modding]] and everything within its links. A good 90-95% of what I know about modding was learned in there and the rest was trial and error with a new newbie questions on the forum and IRC channel.  &lt;br /&gt;
&lt;br /&gt;
Another thing is that it is as a matter of courtesy to credit people whose resources you use. You are unlikely to get thrown out of the community for not doing so, but it is always nice to have that little nod of thanks.&lt;br /&gt;
&lt;br /&gt;
Also on a side note: don’t change the name of the folder for and existing/downloaded mod. Many mods reference each other, and changing the name for the folder will break the links in the mod.ini of any mods that tries to use it. This increases the chance that there will be assets missing. On top of this, when you report the issues cause by changing folder name, you will be treated in a colder manner because you have broken the hard work that went into making sure the mod worked correctly in the first place. Lets face it. How would you react if you got your mod working nicely and someone comes to you because the mod doesn’t work by being renamed? And then several other people started to complain about the same problem?&lt;br /&gt;
&lt;br /&gt;
Remember the most important thing when modding a FreeSpace is to have fun. It can be surprising how fun trial, error, and figuring things out for yourself can be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Good luck and if you really do get stuck do not be afraid to ask questions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials|General Mod Creation]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=FreeSpace_Trivia&amp;diff=45622</id>
		<title>FreeSpace Trivia</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=FreeSpace_Trivia&amp;diff=45622"/>
		<updated>2016-08-27T23:47:14Z</updated>

		<summary type="html">&lt;p&gt;AdmiralRalwood: /* Bugs */ This is false; removing a ship from your escort list just prevents the game from highlighting asteroids that are on a collision course.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Quirks==&lt;br /&gt;
===Mission-related Quirks===&lt;br /&gt;
* In [[The Place of Chariots]], the mission where you encounter the [[NTF Boadicea|NTF ''Boadicea'']], Volition used the facing-waypoint SEXP to ensure that the ''Boadicea'' never appears when the player is looking directly at it. If the player turns toward the area where the Boadicea appears and never turns away, the mission will never progress.&lt;br /&gt;
* The mission name 'Exodus' appears in all three Volition single-player campaigns (The Main FreeSpace Campaign, Silent Threat, and FreeSpace 2).&lt;br /&gt;
* The mission names 'The Great Hunt' and 'Clash of the Titans' (with/without II on the end) appear in both FS1 and FS2.&lt;br /&gt;
* [[As Lightning Fall]] is the only FreeSpace 2 mission with no beams mounted on any ship.&lt;br /&gt;
* In FRED, ships are auto-named by assigning a number to their ship class (for example, GTC ''Leviathan 5''). However, if a ship already has the name about to be assigned by the auto-namer, the new ship will be named &amp;quot;U.R.A. ''Moron 1''&amp;quot;.&lt;br /&gt;
* During FreeSpace 1, most if not all [[Hammer of Light]] ships were actually assigned the Neutral IFF. The Shivans were assigned the Hostile IFF, which allows the two sides to engage each other. Note however, that Neutral ships will not attack Hostile ships unless specifically ordered to, in keeping with the HoL's non-resistance belief when it comes to Shivans. Apart from behavior, this is impossible to tell in-game as both Neutral and Hostile IFFs appear red on the HUD. It could also be noted that in certain missions NTF ships were also marked Neutral.&lt;br /&gt;
* Some FreeSpace 1 FRED mission descriptions read, &amp;quot;i am the god of beer and fire.&amp;quot;&lt;br /&gt;
* [[The Place of Chariots]] and [[The Romans Blunder]] appear to have been designed as a linked pair of missions. The freighters in the first mission appear in the second one and have been set to carry cargo containing the same things. Both freighters and cargo have been set to red alert.&lt;br /&gt;
* Rather bizarrely, [[SJ Sathanas|SJ ''Sathanas 01'']] is set to red-alert in [[High Noon]]. We cannot be entirely sure what that means. It could be a simple mistake or it could be an indication that ''Sathanas 01'' was meant to accumulate damage from a preceding mission (There is a systematic error in the Volition missions where they set red-alert-carry on both the mission preceding the red alert and the red alert itself).&lt;br /&gt;
* The [[ST Azrael|Shivan ''Azrael'' transport]] that carries off [[Admiral Bosch|Bosch]] in [[Return to Babel]] is also set to red-alert.&lt;br /&gt;
* Most interestingly of all, Alpha wing in [[Their Finest Hour]] is set up to red-alert. This can indicate that the last three missions of the campaign were all meant to be played in sequence. This probably proved too difficult, so the first mission was turned into a stand alone.&lt;br /&gt;
* The SOC pilots, &amp;quot;Xinny&amp;quot; and &amp;quot;Zero&amp;quot;, who fly with the player in [[Into the Lion's Den]], are actually named after two real FreeSpace 1 multiplayer pilots who reached the top of the scoreboards and were offered to be mentioned in FreeSpace 2 by [[Volition]].&lt;br /&gt;
&lt;br /&gt;
===Ship-related Quirks===&lt;br /&gt;
* The [[GVC Aten|''Aten'' cruiser]] destroyed before the mission in La Ruota Della Fortuna is designated ''Maltusa''.&lt;br /&gt;
* The [[SCv Moloch|SCv ''Moloch'']]'s fighterbay was never used in the main campaign. However, it was used in a multiplayer mission.&lt;br /&gt;
* The TTC 1 tech container does not appear at all in either the FS1 or Silent Threat campaigns. A few of them appear in [[...But Hate the Traitor]], during the FS2 campaign. It also appears in the FS2 cutscene &amp;quot;Colossus&amp;quot; (albeit slightly enlarged). &lt;br /&gt;
* The ship name ''Andromeda'' was used for three Vasudan ships and one Terran ship: the PVFR ''Andromeda'' in [[The Hammer and the Anvil]], the PVC ''Andromeda'' in [[The Pursuit]], the GTSC ''Andromeda'' in [[On the Run]], and the GVC ''Andromeda'' in a command briefing in [[Surrender, Belisarius|Surrender, Belisarius!]].&lt;br /&gt;
* The [[PVS Scarab|''Scarab'' support ship]] and the [[GVEP Ra|''Ra'' escape pod]] have FreeSpace's only &amp;quot;in-game&amp;quot; depiction of a Vasudan, Shivan, or Terran. The &amp;quot;unmanned&amp;quot; Scarab has a dead Vasudan in its debris, while the Ra's story is somewhat more [[Find the MOON Challenge Results|interesting]].&lt;br /&gt;
* The [[GTEP Hermes|GTEP ''Hermes'']], [[GTS Centaur|GTS ''Centaur'']], [[PVS Scarab|PVS ''Scarab'']], [[GVS Nephthys|GVS ''Nephthys'']] and [[GTS Hygeia|GTS ''Hygeia'']] all have untargetable engine subsystems but can still be disabled by weapons fire. The ''Centaur'' in [[Enter the Dragon]] is occasionally disabled by the ''Shakti's'' blob turrets, for example. The ''Ra'' has an engine subsystem as well, but for whatever reason, it cannot be disabled.&lt;br /&gt;
* In the second training mission of FS2, there is an [[GTI Arcadia|''Arcadia''-class installation]] named the ''Kos''. It appears to serve no purpose in the mission.&lt;br /&gt;
* All GTVA warships in [[Their Finest Hour]] are beam-freed by SEXP. However, the GTC ''Stalwart'' and GVC ''Heket'' are beam-freed moments before they warp in, so they are unable to fire their beams for the entire mission. Only the GVCv ''Khepri'''s beam-free-all SEXP was set correctly.&lt;br /&gt;
* The Vasudans have no equivalent to the [[GTT Argo|GTT ''Argo'']] or [[SFr Asmodeus|SFr ''Asmodeus'']]. To get around this problem in [[Return to Babel]], the Vasudans actually use an ''Argo'' transport named the G'''&amp;lt;u&amp;gt;V&amp;lt;/u&amp;gt;'''T ''Qeb''. There is Volition concept art for the GVT ''Qeb'' class, which was apparently never made.&lt;br /&gt;
* The [[GTD Hecate|GTD ''Hecate'']] model is apparently based off that of the [[GTD Hades|GTD ''Hades'']]. The bow, rear engine arrangement, and &amp;quot;vertical&amp;quot; superstructures are similar.&lt;br /&gt;
* The [[GVB Bakha|GVB ''Bakha'']] is never &amp;quot;given&amp;quot; to the player using an allow-ship SEXP; it is only forced in [[Bearbaiting]] and [[High Noon]], both being &amp;quot;scramble&amp;quot; missions. On a related note, the [[GVB Sekhmet|GVB ''Sekhmet'']] is the only Terran or Vasudan fighter/bomber in FS2 that the player is never granted, or has a chance to fly in, during the main single-player campaign.&lt;br /&gt;
* The player has only one chance to fly the [[GTF Pegasus|GTF ''Pegasus'']], in [[Endgame]].&lt;br /&gt;
* Viewed from the side, the [[GTI Arcadia|''Arcadia'' installation]] resembles the [[GTA]] logo.&lt;br /&gt;
* The [[GTG Zephyrus|''Zephyrus'']] and [[GVG Anuket|''Anuket'']] gas miner-class vessels have dockpoints named 'blahblah'.&lt;br /&gt;
* Almost all the freighters and transports, namely the [[GTT Elysium|''Elysium'']], [[GTFr Chronos|''Chronos'']], [[GTFr Poseidon|''Poseidon'']], [[GVT Isis|''Isis'']], [[PVFr Bast|''Bast'']], [[PVFr Ma'at|''Ma'at'']], [[GVFr Satis|''Satis'']], [[ST Azrael|''Azrael'']], [[SFr Mephisto|''Mephisto'']] and [[SFr Asmodeus|''Asmodeus'']] have unused shield meshes. The shield meshes can easily be re-activated by editing the [[ships.tbl]] file. None of the new freighters or transports included with FreeSpace 2 share this trait.&lt;br /&gt;
* The [[GTSG Mjolnir]] has a shield system with 800 hitpoints. However, it lacks a shield mesh, thus it has no shields by default.&lt;br /&gt;
&lt;br /&gt;
===Weapon-related Quirks===&lt;br /&gt;
* The BFGreen is only used once in the game (during [[Endgame]] and only on one of the Colossus' turrets).&lt;br /&gt;
* The LRBGreen was only used once, in [[High Noon]].&lt;br /&gt;
* You can target your own bomb using the target-object-in-reticle key as well as the proximity target key. If you have previously acquired an aspect lock on a target, your target display will show a video from the bomb's seeker. If you have not acquired an aspect lock yet, it will show the regular display.&lt;br /&gt;
* The player is granted the Cyclops#short before [[Slaying Ravana]]. The player actually uses Cyclops#shorts until the [[The King's Gambit]]; he is never granted the &amp;quot;real&amp;quot; [[GTM Cyclops|Cyclops]], but uses it anyway for [[The King's Gambit]].&lt;br /&gt;
* The [[Harbinger]] missile model is reused as the tip of the [[Stiletto]] missile model.&lt;br /&gt;
* The amount of damage that a beam can inflict on a friendly is limited. On Very Easy, Easy, Medium, Hard, and Insane, the limits are 0, 5, 10, 20, and 30 damage, respectively (per every ~.2 seconds).&lt;br /&gt;
* A [[FreeSpace Reference Bible]] command brief states that the Terrans or Vasudans &amp;quot;tried three different missile prototypes, with no luck whatsoever&amp;quot; against the Lucifer as it attacked &amp;quot;the Vasudan outpost in the Diones system&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Other Quirks===&lt;br /&gt;
* There are only three canon references to ground warfare in FreeSpace. If the player wins [[Surrender, Belisarius|the first mission]] in FS2, he is told that 600,000 ground troops are sent to invade Cygnus Prime. Also, there is an FS1 multi mission where the player attacks an HoL marine convoy. Finally, the FS2 multi mission Rebel Intercept has the player intercepting NTF reinforcements headed to reinforce a ground battle in [[Sirius]].&lt;br /&gt;
* FS1 command brief and tech room .anis normally had readable text. Almost all FS2 .anis, however, have some kind of nonsense text. The Meson Bomb command brief animation reads like an advertisement (Guaranteed to blow anything up...).&lt;br /&gt;
* Almost every radio message in FS2, other than training messages, is accompanied by a head animation. Several radio messages in FS1, however, don't have a head animation. None of the freighter's messages in FS1 have one, and there are two instances of &amp;quot;Command&amp;quot; not having an animation. In [[Eve of Destruction]], if the [[GTC Orff|GTC ''Orff'']] is destroyed, Command speaks without a head .ani. Also, in [[Paving the Way]], Admiral Wolf's messages have no head .ani. In the FS2 mission [[Mystery of the Trinity]], when the NTC ''Trinity'' reaches critical damage, a pilot speaks without a head .ani. This is due to a bug with the personas.&lt;br /&gt;
* The only squadron leader or admiral that the player ever sees is Admiral Wolf. Admiral Wolf (Alpha 1's commander on the [[GTD Galatea|GTD ''Galatea'']]) appears once, in a cutscene (and also a few times in-mission with the normal command head .ani).&lt;br /&gt;
* The FS2 techroom animation for Sol shows the Earth facing ''backwards'' and rotating the wrong way.&lt;br /&gt;
* The FS1 Vasudan persona is not fully voice-acted.&lt;br /&gt;
* In [[ships.tbl]] in both FS1 and FS2, ship names beginning with an &amp;quot;@&amp;quot; indicate a ship that was present in the demo.&lt;br /&gt;
* FreeSpace contains many [[Node Inconsistencies|node inconsistencies]]. For example various FS1 command brief ANIs show 3 different nodes connecting Sol to other systems (but not all at once). &lt;br /&gt;
* Right-clicking in the mainhall allows you to cycle through interface choices.&lt;br /&gt;
* Mission sm3-05 in FS1 makes reference to an enigmatic &amp;quot;[[Ysusi]] System&amp;quot;. In the mission briefing display, there is a node labelled &amp;quot;Ysusi System&amp;quot; placed outside the view area.&lt;br /&gt;
* The ''Hermes'' escape pod in ''Out of the Dark, Into the Night'' is capable of intersystem jumps, but at the same time, the larger Medusa bomber can't.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Software, mission design, and similar bugs.&lt;br /&gt;
&lt;br /&gt;
* Exclusive to FS1, if a support ship is ordered to dock with the player through AI orders and not by player command, the player's ship will be thrown out of the game area at high velocity in an intense spin. Leaving the game area by warping is subsequently impossible due to the spin.&lt;br /&gt;
* The FreeSpace engine's solution to complicated collision problems is to fling one of the offending objects far out of the game area, in the order of 500,000 units. It was once a minor pastime of the FreeSpace community to see how far one could be &amp;quot;flung&amp;quot; after messing around with the Orion's fighterbay.&lt;br /&gt;
* In [[Love the Treason...]], the jump node to [[Regulus]] is named &amp;quot;Regulas&amp;quot;.&lt;br /&gt;
* If you fire bombs into certain fighterbays, such as the [[GTI Arcadia|Arcadia]]'s, your bombs will fly in circles until they run out of fuel and explode.&lt;br /&gt;
* If you name an object &amp;quot;planet&amp;quot; in FRED, and you go near the object in-game, a message will appear saying &amp;quot;Too close to planet. Taking damage!&amp;quot;&lt;br /&gt;
* In the command briefing animation for [[The King's Gambit]], the strategy is described in &amp;quot;Stage One&amp;quot; followed by &amp;quot;Stage 2&amp;quot;.&lt;br /&gt;
* Sentry 04 in 'Place of Chariots' is assigned the cargo &amp;quot;Unable To Scan&amp;quot;.&lt;br /&gt;
* The TC-TRI cargo containers carried by Capricorn wing in &amp;quot;The Romans Blunder&amp;quot; are friendly.&lt;br /&gt;
* The [[GTI Ganymede|GTI ''Ganymede'']] is never used during the main FS2 campaign, although it appears in a multiplayer dogfight.&lt;br /&gt;
* The SCv ''Moloch'''s fighterbay paths are misplaced. It also has an incorrect turret normal on one of its bottom laser turrets that allows the ''Moloch'' to fire through itself. This is a common problem with Volition FreeSpace models. For example, the GTFr ''Chronos'' can fire straight through itself, as well as the Medusa's turret in FS1, giving the players a whole 360 degree firing range of the turret.&lt;br /&gt;
* The ''Myrmidon'' fighter is able to carry Helios anti-matter bombs, but not Cyclops or other heavy weaponry. This never has a chance to be noticed in the main campaign, as the player only uses the Helios in the two scramble missions [[Bearbaiting]] and [[High Noon]]. This is widely believed to be either a data entry error or some kind of joke.&lt;br /&gt;
*The &amp;quot;big damage&amp;quot;, &amp;quot;huge&amp;quot;, etc. flags are not fully implemented in FS1; it's possible to kill the Lucifer with an [[GTW ML-16|ML-16]]. They are implemented in FS2, however.&lt;br /&gt;
*If you order a support ship to depart while it is still docked to you in FreeSpace 1, the game will register that you warped out, but you become invincible and can continue the mission. However, you will not be able to complete the mission, and any red-alert triggers will result in the next mission being screwed up and the game will crash.&lt;br /&gt;
&lt;br /&gt;
==Design Changes==&lt;br /&gt;
&lt;br /&gt;
This category includes both early development decisions that were later changed, game engine changes between FS1 and FS2.&lt;br /&gt;
&lt;br /&gt;
* Act I of FreeSpace 1 (consisting of the missions up to [[First Strike]]) was originally released as ''Descent: FreeSpace - Darkness Rising''. This OEM version was included with several Dell computers along with Sidewinder joysticks as part of a promotional offer.&lt;br /&gt;
* Volition released a [[FreeSpace Alpha]] version to several reviewers before the release of FS1. The Alpha contained a stripped-down, incomplete version of FS1, with the two FS1 demo missions plus an original mission featuring a Fenris/Leviathan cruiser named GTC ''Juggernath''. The mission was dropped before the official demo shipped.&lt;br /&gt;
* According to a table file in FS2, [[Silent Threat]] had another weapon known as the &amp;quot;GTM-84 Corkscrew Missile&amp;quot;, and was &amp;quot;deemed too wacky for final release.&amp;quot;&lt;br /&gt;
* Despite what the training missions say, support ships never run out of secondary weapons.&lt;br /&gt;
* The [[SC Cain|SC ''Cain'']] and [[SC Lilith|SC ''Lilith'']] cruiser originally had a different hull design, with two fin-like appendages protruding from the lower hull. These can clearly be seen in [[FreeSpace Alpha|alpha/beta]] screenshots.&lt;br /&gt;
* The Prometheus was originally introduced much earlier into the game (sometime around [[The Big Bang]]).&lt;br /&gt;
* [[First Strike]] originally had an asteroid field.&lt;br /&gt;
* The special-issue DVD release of Descent: FreeSpace used planet bitmaps as backgrounds like in FS2, as well as afterburner trails.  These additional effects were also apparently included in the demo, although they are missing in the main release.&lt;br /&gt;
* If you export the [[GTB Artemis|''Artemis'']]/[[GTF Ares|''Ares'']]/[[GVS Nephthys|''Nephthys'']]/[[GVF Ptah|''Ptah'']]/[[GVB Sekhmet|''Sekhmet'']] POF to COB, you can see that the main object is called &amp;quot;herca&amp;quot;, suggesting that they were either based on or were early concepts for the Hercules Mk II.&lt;br /&gt;
* The [[GVB Bakha|''Bakha'']] was originally a fighter.&lt;br /&gt;
* Shivan ships were originally green in color.&lt;br /&gt;
* The [[SD Demon|SD ''Demon'']]'s hull integrity was increased by 60% between FS1 and FS2, from 100,000 to 160,000 hitpoints.&lt;br /&gt;
* The old FreeSpace 2 website, which had a [http://web.archive.org/web/20080317015244/http://www.freespace2.com/bfod.cfm Bug Fix of the Day page], stated that FS1 had a 50 point penalty for rearming (62.5 points on Insane). This point penalty system was removed in FS2.&lt;br /&gt;
* In the mission [[Into the Maelstrom]], there are two ''Elysium'' transports named Hauler 1 and Hauler 2. They have no purpose in the mission.&lt;br /&gt;
* [[Clash of the Titans]] had a [[GTC Fenris|''Fenris''-class cruiser]] designated the ''Gladiator''. Its arrival cue was set to [[false]], however.&lt;br /&gt;
* In [[Their Finest Hour]], the ''Colossus'' has a complex waypoint path, implying that it was originally meant to have a complicated and dramatic battle with SJ ''Sathanas 17''. In the final version, the waypoints are not used and the ''Colossus'' is disabled. Command orders the ''Colossus'' to warp out even though its engines aren't working.&lt;br /&gt;
* The FS1 voice VP contains some &amp;quot;alternate&amp;quot; voice acting for several missions. For example, the freighter and transport dialogue during [[First Strike]] was apparently originally voiced by a woman.&lt;br /&gt;
* The command briefing for [[Enter the Dragon]] refers to &amp;quot;your investigation of the [[SD Lucifer|''Lucifer'']] at [[Antares]]&amp;quot;. [[Alpha 1]] had not even encountered the ''Lucifer'' at that point in the campaign.&lt;br /&gt;
* FRED1 (the mission editor for FS1) originally had a feature known as TBL info. It is now present in FRED2_OPEN.&lt;br /&gt;
* The [[SD Lucifer|''Lucifer'']] tech description in FS1 states that it has three &amp;quot;flux&amp;quot; cannons. However, it only has two. The third beam (perhaps the one used for bombarding planets) was probably meant to be mounted on the bow of the ship. Development notes specify that a beam is to be located on each set of three red circles.&lt;br /&gt;
*The high-res Lucifer model that Volition used for cutscenes has two &amp;quot;antennae&amp;quot; that are not present in the in-game model. They were probably removed for aesthetic reasons, but the non-canon HTL Lucifer re-incorporated them. Also, the high-res Lucifer has several green lights along with its red lighting which are clearly visible in the endgame cutscene.&lt;br /&gt;
* Originally, [[Eve of Destruction]] had the player cast as part of the [[GTC Orff|GTC ''Orff'']]'s crew, not the [[GTD Galatea|GTD ''Galatea'']]'s. This can be verified through briefing screenshots taken from [[FreeSpace Alpha]].&lt;br /&gt;
* The [[FreeSpace Reference Bible]] seems to imply that groups ships jumping in from subspace were originally intended to all come through the same &amp;quot;hole&amp;quot;, rather than each ship having an individual hole. (''The pilot is soon within sight of the Terran installation.  As the pilot struggles to relay his story and keep his bomber from disintegrating, many subspace holes open up in front of him, out of which streams of Shivan fighters pour.'')&lt;br /&gt;
* There is a sound file in the FS1 VPs called &amp;quot;Approach.wav&amp;quot; that sounds like a fighter coming in to land on its carrier. This implies that Volition initially intended there to be a landing cutscene at the end of each mission, like Wing Commander. The file might also be a leftover from an earlier design choice with every mission ending with the player entering a docking bay. This was scrapped early on, due to it severely changing the way missions were played.&lt;br /&gt;
* The FS2 voice VP, stu_fs2.vp, contains voice acting for an unreleased mission, M09. More information can be found on the [http://www.hard-light.net/forums/index.php/topic,42231.0.html Hard Light thread] on the subject.&lt;br /&gt;
*The reason why FreeSpace is called FreeSpace is because it actually is referring to subspace. Inside the reference bible, the following quote is found &amp;quot;''When scientists discovered what used to be called “FreeSpace” (now referred to as “subspace”)''&amp;quot;&lt;br /&gt;
*[[Christopher Snipes|Snipes]]' voice actor was originally going to be the voice of the Training Instructor, but this was changed sometime in development.&lt;br /&gt;
&lt;br /&gt;
==Renamings==&lt;br /&gt;
&lt;br /&gt;
Most of these renamings were noticed in pre-release screenshots, model file names, or in FRED by looking at internal names used in the missions themselves.&lt;br /&gt;
&lt;br /&gt;
* Hostile Vasudan wings were originally called &amp;quot;Steel&amp;quot;, &amp;quot;Brass&amp;quot;, &amp;quot;Iron&amp;quot;, etc.&lt;br /&gt;
* Shivan wings were originally called &amp;quot;Cobra&amp;quot;, &amp;quot;Viper&amp;quot;, &amp;quot;Hornet&amp;quot;, etc.&lt;br /&gt;
* The Cyclops bomb was originally named Belial.&lt;br /&gt;
* The Harpoon missile was originally named Crossbow. The name for the missile can clearly be seen in the FreeSpace 2 trailer.&lt;br /&gt;
* The Subach HL-7 laser was originally named Subach HL-33.&lt;br /&gt;
* The Subach HL-7 laser and Mekhu HL-7 laser were originally named Sidearm. The name SD-4 Sidearm can clearly be seen in the FreeSpace 2 trailer. Moreover, in the retail version of FreeSpace 2 the icon and animation files for the weapons are still called iconSD4 and SD4, respectively.&lt;br /&gt;
* The Akheton SDG laser was originally named DR-2 Scalpel. At some point during the development phase it was also known as Akheton DR-2.&lt;br /&gt;
* The Interceptor was originally called the Shrike. At one point it was also called the Mega.&lt;br /&gt;
* The Avenger laser was originally named Phalanx. &lt;br /&gt;
* The ML-16 laser was originally named Light Laser.&lt;br /&gt;
* The Harbinger was originally called the Mag-Pulse.&lt;br /&gt;
* The Prometheus was originally called the Flux.&lt;br /&gt;
* The Phoenix V was originally called the Angelfire.&lt;br /&gt;
* The Synaptic was originally called the Cluster.&lt;br /&gt;
* The MX-50 was originally called the Rockeye. The name is still present in the FreeSpace 1 demo.&lt;br /&gt;
* The Rockeye was originally called the Wasp.&lt;br /&gt;
* The GTW-83 Lamprey was originally called the Shrieker, and was later changed to GTW-83 Light Laser, before finally settling on the present name.&lt;br /&gt;
* The Hornet was originally called the Swarm.&lt;br /&gt;
* The GTW-66 Maxim Cannon was originally called the GTW-66 Newton Cannon.&lt;br /&gt;
* The Morning Star was originally called the Mace. Later in development the name was changed to Flail II. Ultimately, though, it was renamed Morning Star.&lt;br /&gt;
* The Hornet was originally called the Bombardier.&lt;br /&gt;
* NTF wings were originally called &amp;quot;Corsair&amp;quot;, &amp;quot;Bandit&amp;quot;, etc.&lt;br /&gt;
* Admiral Khafre's name was originally Admiral Hepsut ([[Surrender, Belisarius]])&lt;br /&gt;
* The GTD ''Aquitaine'' was originally named the GTD ''Intrepid''.&lt;br /&gt;
* The GTD ''Galatea'', was originally named the ITA ''Repulse'' ([[FreeSpace Reference Bible]]).&lt;br /&gt;
* The SJ ''Sathanas'' was originally named ''Apocalypse''. If you look at your event log after completing [[A Monster in the Mist]], you can still see a goal named &amp;quot;Scan Apocalypse Subsystems&amp;quot;.&lt;br /&gt;
* The GTFr ''Chronos'' was originally named ''Boar''.&lt;br /&gt;
* The GVF ''Tauret'' was originally named ''Crab''.&lt;br /&gt;
* The SF ''Dragon'' was originally named ''Mosquito''.&lt;br /&gt;
* The Avenger Prototype was originally named Mass Driver Prototype.&lt;br /&gt;
* Shivan wings were also originally named &amp;quot;Scab Alpha&amp;quot;, &amp;quot;Scab Beta&amp;quot;, etc.&lt;br /&gt;
* For a long time the ''Apollo'' fighter was called ''SF-XX Generic Fighter''.&lt;br /&gt;
* In the [[FreeSpace Alpha|Alpha]] version, the Fury Missile still used the graphics of the left-out G-13 Medium Laser. The laser weapon disappeared completely before the original FreeSpace 1 demo, and was unique to the Alpha version. It also looks a lot like the Tsunami colored grey.&lt;br /&gt;
&lt;br /&gt;
==Cutscene quirks==&lt;br /&gt;
&lt;br /&gt;
Allegedly, Volition contracted another company to make the FreeSpace cutscenes. They have several canon inconsistencies.&lt;br /&gt;
&lt;br /&gt;
===FreeSpace 1 Intro===&lt;br /&gt;
* The &amp;quot;Apollo&amp;quot; pictured in the FS1 introduction cutscene is actually a modified version of the in-game [[GTF Apollo|''Apollo'']]. According to the FreeSpace Reference Bible, the Apollo in the intro cutscene is a &amp;quot;Terran bomber&amp;quot;. Its gun mounts are slightly different and off-center, among other changes. Perhaps [[Volition]] placed the ''Apollo'''s gun mounts closer to the centerline for the sake of playability. The [[SF Manticore|''Manticore'']], too, has different fire points (mounted on the twin &amp;quot;booms&amp;quot; instead of centered like they are in the game. These different firing points make a return in the FS2 intro). &lt;br /&gt;
* If you look carefully, you can see a (apparently dead) copilot in the front seat of the intro's Apollo-bomber. He is visible for less than a second. The [[FreeSpace Reference Bible]] refers to this copilot as the &amp;quot;gunner&amp;quot;.&lt;br /&gt;
* [[GTF Hercules|''Hercules'']] and [[GTB Medusa|''Medusa'']] icons are shown on Riviera Station's radar display (although no Hercs or Medusas are visible in the cutscene).&lt;br /&gt;
&lt;br /&gt;
===Hallfight===&lt;br /&gt;
* The captured Shivan vessel is called a &amp;quot;freighter&amp;quot;, but it is actually an [[ST Azrael|''Azrael''-class transport]].&lt;br /&gt;
&lt;br /&gt;
===FreeSpace 2 Intro===&lt;br /&gt;
* The HLP community has christened the [[GTD Orion|''Orion''-class destroyer]] holed in the intro as the [[GTD Legion|GTD ''Legion'']], with consent from [[Volition]]. FS1 command briefings claim that the ''Bastion'' and ''Galatea'' are guarding [[Deneb]], and makes no reference to any other Terran destroyers guarding the system. [[Volition]] has stated that this ship was not the ''Galatea'', and the ''Bastion'' does not bite the bullet until nearly the end of FS2.&lt;br /&gt;
* A Shivan [[Demon|''Demon''-class destroyer]] appears after the destruction of the ''Legion'', even though the only Shivan destroyer (other than the ''Lucifer'') in the system, the [[SD Eva|''Eva'']], was already destroyed in [[Evangelist]].&lt;br /&gt;
* The beam fire from the [[SD Lucifer|''SD Lucifer'']] that destroyed the ''Legion'' comes out of the port side of the ship, rather than the &amp;quot;arms&amp;quot; of the ''Lucifer'', from which the beams fired in FS1 missions.&lt;br /&gt;
* The sound of the SD ''Lucifer'''s beam firing is exactly the same as the BFGreen's.&lt;br /&gt;
* The [[GTB Ursa]] is shown even though it was not distributed among GTA fleets until after [[Running the Gauntlet]].&lt;br /&gt;
* None of the [[GTC Fenris|''Fenris'' cruisers]] had their missile launchers shown.&lt;br /&gt;
* A [[GTF Hercules|''Hercules'']] is shown crashing into the planet after getting shot down. It sits on the planet surface, relatively undamaged. In reality, an object in uncontrolled descent from orbit with the mass of a FreeSpace 2 fighter (which is hardly budged by &amp;quot;mutli-kiloton&amp;quot; missiles) would leave a deep crater in the ground. The pilot would experience extreme g-force upon impact and would not be alive to climb out of the cockpit as he apparently does in the cutscene.&lt;br /&gt;
* The [[GTD Hades|GTD ''Hades'']] is shown as a wreck on the surface of the Deneb planet. Silent Threat command briefings indicate that the Hades was destroyed in [[Beta Aquilae]], however.&lt;br /&gt;
&lt;br /&gt;
===Colossus cutscene===&lt;br /&gt;
* The [[GTI Ganymede|''Ganymede'']] in the cutscene is several times bigger than normal.&lt;br /&gt;
* The [[SD Lucifer|''Lucifer'']] is smaller than normal.&lt;br /&gt;
* The [[GTFr Chronos|''Chronos'' freighters]] have two turrets, as opposed to the usual one, and they look different from the normal turret.&lt;br /&gt;
* The ''Chronos'' freighters are either much smaller than their in-game counterparts, or the TTC 1 cargo pod is much bigger.&lt;br /&gt;
* [[Mirfak]] is named Mirfax.&lt;br /&gt;
* The [[GTD Galatea|''Galatea'']] appears in the Colossus fleet.&lt;br /&gt;
* The Colossus data scene has several blocks of text, all of them starting with &amp;quot;Math is cool.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Real Life&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
This category includes mainly business decisions, but also interesting connections between FreeSpace and RL.&lt;br /&gt;
&lt;br /&gt;
* FreeSpace 1 was officially distributed as &amp;quot;Conflict: FreeSpace - The Great War&amp;quot; in Europe and &amp;quot;Descent: FreeSpace - The Great War&amp;quot; in the United States.&lt;br /&gt;
* The [[GTM Infyrno]] is a deliberate misspelling of Inferno, for copyright reasons.&lt;br /&gt;
* It's FreeSpace, not Freespace (notice the capitalization of the S).&lt;br /&gt;
* FreeSpace 1 is called Descent: FreeSpace in the US due to copyright issues with the disk compression utility FreeSpace.&lt;br /&gt;
* ''FreeSpace 2'' was originally named ''FreeSpace 2: Colossus'' (for the demo). Even before that, it was named ''FreeSpace 2: Exodus''.&lt;br /&gt;
* In Greek, the plural of Knossos is Knossoi, and the plural of Sathanas is Sathanai (ancient Greek) or Sathanes (modern Greek). These are loose translations; Sathanas is simply the Greek representation of the Hebrew word for Satan. Volition always circumvented the plural by using phrases such as &amp;quot;Sathanas juggernauts&amp;quot;.&lt;br /&gt;
* Volition employees apparently created a humorous music track known as [[Bite Me]], created from numerous voice acting outtakes.&lt;br /&gt;
&lt;br /&gt;
==Canon inconsistencies: Retail FS2 box==&lt;br /&gt;
Several [[canon]] inconsistencies are present on the retail FS2 box (although these inconsistencies are not generally accepted as canon themselves): [[Image:Freespacebox-1a.JPG|thumb|'''The front side of the European box edition.''']]&lt;br /&gt;
[[Image:Freespacebox-2a.JPG|thumb|'''The back side of the European box edition.''']]&lt;br /&gt;
&lt;br /&gt;
* The [[GTCv Deimos|GTCv ''Deimos'']] is listed as an AWACS ship (on the backside of the box there is written &amp;quot;GTA Deimos&amp;quot;). However, the following text specifies that the ship class is a &amp;quot;corvette&amp;quot; (on the back side of the box).&lt;br /&gt;
* The ''Deimos'' has side-mounted multipart turrets that are not present in the game, or even possible under the game engine (on the front side of the box).&lt;br /&gt;
* The ''Deimos'''s turrets are not firing [[Terran Turret]]s. Instead they are firing [[GTW UD-8 Kayser|Kayser]]-like lasers (on the front side of the box).&lt;br /&gt;
* Only the [[GTF Perseus|''Perseus'']] in front of the ''Deimos'' has engine thrusters (on the front side of the box).&lt;br /&gt;
* On the European version of the box, the [[SD Lucifer|''Lucifer'']] is visible just at the right of the first ''Deimos'''s top turret (on the front side of the box).&lt;br /&gt;
* On the European version of the box, the ''Deimos'' is a destroyer (the nameplate on the corvette says &amp;quot;..D Deimos&amp;quot;)(on the front side of the box).&lt;br /&gt;
*In the back side of the box, the text below the rightmost screenshot says: &amp;quot;Encounter 'beam weapons' that can penetrate and utterly carve gigantic capital ships in half.&amp;quot; However, beams in the game cannot cleave anything in half.&lt;br /&gt;
*In the introduction (back side), the last paragraph says: &amp;quot;Your nemesis has arrived... and they are wondering what happened to their scouting party.&amp;quot; This most likely refers to the Shivan force that attacked in 2335 (FS1).&lt;br /&gt;
* The Italian version of the box says that beam weapons can be used also by fighters, according to the blurb on the back (&amp;quot;Imparate a usare le armi a raggi...&amp;quot;, or &amp;quot;Learn to use beam weapons...&amp;quot;)(not shown).&lt;br /&gt;
&lt;br /&gt;
[[Category:The games|Trivia]]&lt;/div&gt;</summary>
		<author><name>AdmiralRalwood</name></author>
		
	</entry>
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