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	<updated>2026-04-17T14:15:20Z</updated>
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	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Script_-_System_Viewer&amp;diff=43880</id>
		<title>Script - System Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Script_-_System_Viewer&amp;diff=43880"/>
		<updated>2014-05-08T23:46:15Z</updated>

		<summary type="html">&lt;p&gt;Aquila7: /* &amp;quot;ShowOrbit&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The System Viewer is a LUA script that allows a modder to create a map that can be used for reference purposes or for in-game navigational purposes. The configuration files are done in JSON and I would recommend using [http://www.jsoneditoronline.org/ this site] to edit them.&lt;br /&gt;
&lt;br /&gt;
This page will assist modders to install it, configure it, and use it.&lt;br /&gt;
&lt;br /&gt;
=Download Link=&lt;br /&gt;
&lt;br /&gt;
LINK&lt;br /&gt;
&lt;br /&gt;
=Required Files=&lt;br /&gt;
&lt;br /&gt;
All required files are included in the above download, including some sample files for demonstration and to inspire. The following files are the required files needed to make the script work if the modder wishes to remove the other files.&lt;br /&gt;
&lt;br /&gt;
*/config/&lt;br /&gt;
**imonitor.cfg (if imonitor-sct.tbm is to be used)&lt;br /&gt;
*/interface/&lt;br /&gt;
**axui_box1.png&lt;br /&gt;
**axui_cancel.png (+c and h variants)&lt;br /&gt;
**axui_exit.png&lt;br /&gt;
**axui_jumpto.png (+c and h variants)&lt;br /&gt;
**axui_return.png (+c and h variants)&lt;br /&gt;
**cb_sidetab.png (+c and h variants)&lt;br /&gt;
*/scripts/&lt;br /&gt;
**dkjson.lua [[http://dkolf.de/src/dkjson-lua.fsl/home]]&lt;br /&gt;
*/tables/&lt;br /&gt;
**axui-sct.tbm&lt;br /&gt;
**imonitor-sct.tbm&lt;br /&gt;
**parsecfg-sct.tbm&lt;br /&gt;
**sysviewer-sct.tbm&lt;br /&gt;
**zLoadFirst-sct.tbm (written by Nuke)&lt;br /&gt;
&lt;br /&gt;
==Demonstration Files==&lt;br /&gt;
*/interface/&lt;br /&gt;
**nav_asteroids.png&lt;br /&gt;
**nav_node.png&lt;br /&gt;
**nav_node_big.png&lt;br /&gt;
**nav_orion.png&lt;br /&gt;
**nav_planet_b.png&lt;br /&gt;
**nav_planet_g.png&lt;br /&gt;
**nav_planet_p.png&lt;br /&gt;
**nav_planet_r.png&lt;br /&gt;
**nav_planet_y.png&lt;br /&gt;
**nav_planet_b.png&lt;br /&gt;
**nav_star_b.png&lt;br /&gt;
**nav_star_r.png&lt;br /&gt;
**nav_star_w.png&lt;br /&gt;
**nav_star_y.png&lt;br /&gt;
**nav_sys_vega.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Configuration Files=&lt;br /&gt;
&lt;br /&gt;
The system viewer requires 2 configuration files (3 if an out-of-mission interface is desired). These files must be placed in the /config/ directory.&lt;br /&gt;
&lt;br /&gt;
==Interface Monitor==&lt;br /&gt;
&lt;br /&gt;
imonitor.cfg is a JSON configuration file for imonitor-sct.tbm which allows the player to access different custom interface screens. Full documentation can be found in [[Script - Interface Monitor]].&lt;br /&gt;
&lt;br /&gt;
==Campaign Configuration File==&lt;br /&gt;
&lt;br /&gt;
Used to decide which system config that gets loaded during a campaign.&lt;br /&gt;
&lt;br /&gt;
==System Configuration File==&lt;br /&gt;
&lt;br /&gt;
Contains all the information to draw systems&lt;br /&gt;
&lt;br /&gt;
=Campaign Configuration File=&lt;br /&gt;
&lt;br /&gt;
A file with the format &amp;lt;pre&amp;gt;sysview_[CAMPAIGN_FILENAME]_config.cfg&amp;lt;/pre&amp;gt; placed in the /config/ folder will be loaded when the System Viewer starts. Eg: sysview_Freespace2_config.cfg. The file is a JSON file with 2 required fields.&lt;br /&gt;
==&amp;quot;File&amp;quot;:==&lt;br /&gt;
This will tell the script which system file to look at and load.&lt;br /&gt;
==&amp;quot;Default&amp;quot;:==&lt;br /&gt;
This will load the specified system that the script will load by default.&lt;br /&gt;
==&amp;quot;[missionfilename].fs2&amp;quot;:==&lt;br /&gt;
This will load the specified system when the mission's filename matches the one being played (or to be played next if the script was activated in the mainhall screen)&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;sm01-01.fs2&amp;quot;: Vega1&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=System Configuration File=&lt;br /&gt;
&lt;br /&gt;
This file contains the information the script uses to draw the system.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;[Internal Name]&amp;quot;==&lt;br /&gt;
Object. The name of the object that contains the system configuration is used internally to change to keep track of the different systems in the file&lt;br /&gt;
===&amp;quot;Name&amp;quot;===&lt;br /&gt;
String, the displayed name. Drawn in the upper left corner in large text&lt;br /&gt;
===&amp;quot;Description&amp;quot;===&lt;br /&gt;
String, a subtitle to the name. Drawn below name in slightly smaller text&lt;br /&gt;
===&amp;quot;Background&amp;quot;===&lt;br /&gt;
Filename, the background that will be used in the system viewer screen. The view will be bound to this image (so its a good idea to make this a large image).&lt;br /&gt;
====&amp;quot;Elements&amp;quot;====&lt;br /&gt;
Object, this contains all the visible elements the player can interact with.&lt;br /&gt;
=====&amp;quot;[Internal Name]&amp;quot;=====&lt;br /&gt;
Object, this contains all the information to draw this element. The object's name will be the internal name for this element. This will be the name that gets written to a SEXP variable, navsys_destination, if the modder is using this as a navigational system. If this element is named &amp;quot;Player&amp;quot; it will be moved to navsys_destination as well.&lt;br /&gt;
=====&amp;quot;Name&amp;quot;=====&lt;br /&gt;
String, the name that will be drawn below the bitmap.&lt;br /&gt;
=====&amp;quot;Visible&amp;quot;=====&lt;br /&gt;
Boolean, if true it will draw this element.&lt;br /&gt;
=====&amp;quot;Bitmap&amp;quot;=====&lt;br /&gt;
Filename, should be in a folder with other graphic files (effects or maps etc). This is the bitmap that will be drawn. The script will also attempt to use the filename plus _h and _c for highlighted and clicked graphics.&lt;br /&gt;
=====&amp;quot;LargeBitmap&amp;quot;=====&lt;br /&gt;
Filename, will be drawn in the middle of the screen if this element is clicked.&lt;br /&gt;
=====&amp;quot;ShipClass&amp;quot;=====&lt;br /&gt;
String, if LargeBitmap is absent and ShipClass has a valid ship class, a rotating tech room style model will be rendered when an element is clicked on.&lt;br /&gt;
=====&amp;quot;ShowOrbit&amp;quot;=====&lt;br /&gt;
Boolean, if true it will draw the circular orbit for this element. This does not allow hyperbolic or elliptical orbits. Optional.&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;Selectable&amp;quot;=====&lt;br /&gt;
Boolean, if true the player can click on the object which will bring up detailed information about this object. Optional.&lt;br /&gt;
=====&amp;quot;CanJump&amp;quot;=====&lt;br /&gt;
Boolean, if true the player can click a &amp;quot;Jump To&amp;quot; button if this was activated during gameplay. Upon clicking JumpTo, the internal name for the element will be written to the SEXP Variable, navsys_destination, if it exists. It will also close the viewer. Optional.&lt;br /&gt;
=====&amp;quot;ForceJump&amp;quot;=====&lt;br /&gt;
Boolean, if true and the player clicks the &amp;quot;Jump To&amp;quot; button, it will force the player to jump out, ending the mission. Optional.&lt;br /&gt;
=====&amp;quot;Orbits&amp;quot;=====&lt;br /&gt;
String, internal name of another element. This will cause this element to have its orbit centered on the specified parent's orbit.&lt;br /&gt;
=====&amp;quot;Orbit&amp;quot;=====&lt;br /&gt;
Object. Defining, in polar coordinate terms, where to draw the element. Optional, but leaving this out will cause the element to be drawn in the middle of the screen.&lt;br /&gt;
======&amp;quot;Distance&amp;quot;======&lt;br /&gt;
Integer, the orbital radius in pixels.&lt;br /&gt;
======&amp;quot;Angle&amp;quot;======&lt;br /&gt;
Integer, the orbital angle in degrees. 0 degrees is the direction to the right side of the screen and goes clockwise.&lt;br /&gt;
=====&amp;quot;Offset&amp;quot;=====&lt;br /&gt;
Object. Fine tuning a bitmap's placement. Optional.&lt;br /&gt;
======&amp;quot;X&amp;quot;======&lt;br /&gt;
Integer, this will move this object to the right by X pixels (negative values will move it to the left). This is in addition to the orbital distance and angle. (You could have two elements sharing the same orbital distance and angle, but have different offsets to place them differently)&lt;br /&gt;
======&amp;quot;Y&amp;quot;======&lt;br /&gt;
Integer, same as the X above, just for vertical placement.&lt;br /&gt;
=====&amp;quot;Icon&amp;quot;=====&lt;br /&gt;
Object. Draws a secondary bitmap over the element. Optional.&lt;br /&gt;
======&amp;quot;Bitmap&amp;quot;======&lt;br /&gt;
Filename, graphic file to be drawn&lt;br /&gt;
======&amp;quot;X&amp;quot;======&lt;br /&gt;
Integer, x coordinate of where the bitmap will be drawn relative to the top left of the element's bitmap. Two special values, &amp;quot;-&amp;quot; and &amp;quot;+&amp;quot; can be used instead to automatically move the icon to the left most or right most part of the element's bitmap.&lt;br /&gt;
======&amp;quot;Y&amp;quot;======&lt;br /&gt;
Integer, same as X above, just for vertical placement.&lt;br /&gt;
&lt;br /&gt;
=Using In-Game=&lt;br /&gt;
&lt;br /&gt;
TO-DO...&lt;/div&gt;</summary>
		<author><name>Aquila7</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=FreeSpace_2_Terran_Ship_Database&amp;diff=38479</id>
		<title>FreeSpace 2 Terran Ship Database</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=FreeSpace_2_Terran_Ship_Database&amp;diff=38479"/>
		<updated>2012-05-12T22:58:18Z</updated>

		<summary type="html">&lt;p&gt;Aquila7: /* GTD Vengeance */ Factual correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[FreeSpace_2_Ship_Database|FreeSpace 2 Ship Database]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====GTFr ''Calypso''====&lt;br /&gt;
*[[GTFr Triton]] class freighter&lt;br /&gt;
*Escaped from [[FreeSpace_2_Terran_Ship_Database#GTI Enif Station|GTI ''Enif Station'']] in [[The Sixth Wonder]] (sm1-08)&lt;br /&gt;
*Cargo: Medical Supplies&lt;br /&gt;
&lt;br /&gt;
====GTFr ''Parracombe''====&lt;br /&gt;
*[[GTFr Triton]] class freighter&lt;br /&gt;
*Part of a supply convoy headed for [[FreeSpace_2_Terran_Ship_Database#GTCv Colossus|GTVA ''Colossus'']] in [[Into the Maelstrom]] (sm1-09)&lt;br /&gt;
*Cargo: Foodstuffs&lt;br /&gt;
*Docked with a [[Containers#TC-TRI|TC-TRI]] cargo unit, which contained Foodstuffs&lt;br /&gt;
*Escorted by [[242nd Suicide Kings]] squadron&lt;br /&gt;
&lt;br /&gt;
====GTFr ''Erinpura''====&lt;br /&gt;
*[[GTFr Triton]] class freighter&lt;br /&gt;
*Carried TAG prototypes to [[FreeSpace_2_Terran_Ship_Database#GTCv Warspite|GTCv ''Warspite'']] in [[Battle of the Wilderness]] (sm2-01)&lt;br /&gt;
*Cargo: TAG Missiles&lt;br /&gt;
*Docked with a [[Containers#TC-TRI|TC-TRI]] cargo unit, which contained TAG Missiles&lt;br /&gt;
*Escorted to [[FreeSpace_2_Terran_Ship_Database#GTCv Warspite|GTCv ''Warspite'']] by [[134th Barracudas]] squadron&lt;br /&gt;
&lt;br /&gt;
====GTFr ''Vauban''====&lt;br /&gt;
*[[GTFr Triton]] class freighter&lt;br /&gt;
*Carried TAG prototypes to [[FreeSpace_2_Terran_Ship_Database#GTCv Warspite|GTCv ''Warspite'']] in [[Battle of the Wilderness]] (sm2-01)&lt;br /&gt;
*Cargo: TAG Missiles&lt;br /&gt;
*Docked with a [[Containers#TC-TRI|TC-TRI]] cargo unit, which contained TAG Missiles&lt;br /&gt;
*Escorted to [[FreeSpace_2_Terran_Ship_Database#GTCv Warspite|GTCv ''Warspite'']] by [[134th Barracudas]] squadron&lt;br /&gt;
&lt;br /&gt;
====GTFr ''Sulla''====&lt;br /&gt;
*[[GTFr Triton]] class freighter&lt;br /&gt;
*Part of a civilian convoy escaping from [[Capella]] to [[Epsilon Pegasi]] in [[Exodus (FS2)|Exodus]] (sm3-06)&lt;br /&gt;
*Cargo: Troops&lt;br /&gt;
*Docked with a [[Containers#TC-TRI|TC-TRI]] cargo unit, which contained Foodstuffs&lt;br /&gt;
*Escorted by [[FreeSpace_2_Vasudan_Ship_Database#GVCv Nebtuu|GVCv ''Nebtuu'']] (before [[Exodus (FS2)|Exodus]] (sm3-06)) and [[70th Blue Lions]] squadron (during [[Exodus (FS2)|Exodus]] (sm3-06))&lt;br /&gt;
&lt;br /&gt;
====GTFr ''Io''====&lt;br /&gt;
*[[GTFr Triton]] class freighter&lt;br /&gt;
*Evacuated [[Capella]] or destroyed by [[Shivans]] in [[Apocalypse]] (sm3-10)&lt;br /&gt;
*Docked with a [[Containers#TC-TRI|TC-TRI]] cargo unit, which contained Medical Supplies&lt;br /&gt;
&lt;br /&gt;
====GTFr ''Miranda''====&lt;br /&gt;
*[[GTFr Triton]] class freighter&lt;br /&gt;
*Evacuated [[Capella]] or destroyed by [[Shivans]] in [[Apocalypse]] (sm3-10)&lt;br /&gt;
*Docked with a [[Containers#TC-TRI|TC-TRI]] cargo unit, which contained Dravis' Diary&lt;br /&gt;
&lt;br /&gt;
====GTFr ''Sophron''====&lt;br /&gt;
*[[GTFr Poseidon]] class freighter&lt;br /&gt;
*Evacuated [[Capella]] in [[Apocalypse]] (sm3-10)&lt;br /&gt;
*Docked with a [[Containers#TSC 2|TSC 2]] cargo unit, which contained Foodstuffs&lt;br /&gt;
&lt;br /&gt;
====GTT ''Discovery''====&lt;br /&gt;
*[[GTT Elysium]] class transport&lt;br /&gt;
*Appeared near [[FreeSpace_2_Rebel_Ship_Database#NTC_Trinity|NTC ''Trinity'']] in [[Mystery of the Trinity]] (sm1-05) and docked with it&lt;br /&gt;
*Undocked and took severe damage upon destruction of the [[FreeSpace_2_Rebel_Ship_Database#NTC_Trinity|NTC ''Trinity'']]&lt;br /&gt;
*Jumped out or destroyed by [[Shivans]] after [[FreeSpace_2_Rebel_Ship_Database#NTC_Trinity|NTC ''Trinity'']] was destroyed&lt;br /&gt;
&lt;br /&gt;
====GTT ''Mannheim''====&lt;br /&gt;
*[[GTT Elysium]] class transport&lt;br /&gt;
*Escaped from [[FreeSpace_2_Terran_Ship_Database#GTI Enif Station|GTI ''Enif Station'']] in [[The Sixth Wonder]] (sm1-08)&lt;br /&gt;
*Cargo: Civilians&lt;br /&gt;
&lt;br /&gt;
====GTT ''Liberty''====&lt;br /&gt;
*'''NOTE: inconsistency: repeated name'''&lt;br /&gt;
*[[GTT Elysium]] class transport&lt;br /&gt;
*Sent into [[Sirius]] to recover Admiral Khu from [[FreeSpace_2_Rebel_Ship_Database#HLI Nagada Outpost|HLI ''Nagada Outpost'']] in [[Final Outpost]] (Templar-04)&lt;br /&gt;
*Escorted by [[FreeSpace_2_Terran_Ship_Database#GTC Impunity|GTC ''Impunity'']] and two fighter wings&lt;br /&gt;
&lt;br /&gt;
====GTT ''Sunder Decoy''====&lt;br /&gt;
*[[GTT Argo]] class transport&lt;br /&gt;
*Appeared from [[Regulus]] jump node in [[Polaris]] in [[Love the Treason...]] (loop1-2)&lt;br /&gt;
*Self-destructed after [[FreeSpace_2_Rebel_Ship_Database#NTT Sunder|NTT ''Sunder'']] had departed&lt;br /&gt;
*Released a [[GTEP Hermes|Hermes escape pod]] (presumably containing the pilot) right before it detonated&lt;br /&gt;
&lt;br /&gt;
====GTT ''Argo''====&lt;br /&gt;
*[[GTT Argo]] class transport&lt;br /&gt;
*Repaired [[GTD Aquitaine|GTD ''Aquitaine'']] in [[Argonautica]] (sm3-05)&lt;br /&gt;
&lt;br /&gt;
====GTT ''Notus''====&lt;br /&gt;
*[[GTT Argo]] class transport&lt;br /&gt;
*Attempted to evacuate [[Capella]] in [[Apocalypse]] (sm3-10)&lt;br /&gt;
*Destroyed by supernova shockwave&lt;br /&gt;
&lt;br /&gt;
====GTG ''Avila''====&lt;br /&gt;
*[[GTG Zephyrus]] class gas miner&lt;br /&gt;
*Part of a supply convoy headed for [[FreeSpace_2_Terran_Ship_Database#GTVA Colossus|GTVA ''Colossus'']] in [[Into the Maelstrom]] (sm1-09)&lt;br /&gt;
*Cargo: Fuel&lt;br /&gt;
*Escorted by [[242nd Suicide Kings]] squadron&lt;br /&gt;
&lt;br /&gt;
====GTSC ''Erikson''====&lt;br /&gt;
*[[GTSC Faustus]] class science cruiser&lt;br /&gt;
*Does not appear in any missions&lt;br /&gt;
*Mapped out the [[Gamma Draconis]] system in 2352&lt;br /&gt;
&lt;br /&gt;
====GTSC ''Darwin''====&lt;br /&gt;
*[[GTSC Faustus]] class science cruiser&lt;br /&gt;
*Evacuated [[Capella]] in [[Apocalypse]] (sm3-10) (sometimes destroyed by [[Shivans]])&lt;br /&gt;
&lt;br /&gt;
====GTA ''Hamako''====&lt;br /&gt;
*[[GTA Charybdis]] class AWACS ship&lt;br /&gt;
*Sent into [[Polaris]] to provide a radar shroud for [[FreeSpace_2_Rebel_Ship_Database#NTT Sunder|NTT ''Sunder'']] capture operation in [[Love the Treason...]] (loop1-2)&lt;br /&gt;
*Escorted to [[Regulus]] jump node by [[FreeSpace_2_Terran_Ship_Database#GTCv Naxos|GTCv ''Naxos'']], [[99th Skulls]] squadron and rogue [[NTF]] pilots (player and [[Famous persons#Lieutenant Commander Christopher Snipes|Snipes]])&lt;br /&gt;
&lt;br /&gt;
====GTA ''Lucidity''====&lt;br /&gt;
*[[GTA Charybdis]] class AWACS ship&lt;br /&gt;
*Used for testing AWACS capabilities in [[Battle of the Wilderness]] (sm2-01)&lt;br /&gt;
*Escorted to [[FreeSpace_2_Terran_Ship_Database#GTCv Warspite|GTCv ''Warspite'']] by [[134th Barracudas]] squadron&lt;br /&gt;
*Provided AWACS radar coverage in [[A Game of TAG]] (sm2-02)&lt;br /&gt;
&lt;br /&gt;
====GTA ''Panopticon''====&lt;br /&gt;
*[[GTA Charybdis]] class AWACS ship&lt;br /&gt;
*Does not appear in any missions&lt;br /&gt;
*Destroyed in the [[Nebula System|nebula]] between [[Battle of the Wilderness]] (sm2-01) and [[Argonautica]] (sm3-05)&lt;br /&gt;
&lt;br /&gt;
====GTM ''Vesalius''====&lt;br /&gt;
*[[GTM Hippocrates]] class medical ship&lt;br /&gt;
*Part of a civilian convoy escaping from [[Capella]] to [[Epsilon Pegasi]] in [[Exodus (FS2)|Exodus]] (sm3-06)&lt;br /&gt;
*Cargo: Troops&lt;br /&gt;
*Escorted by [[FreeSpace_2_Vasudan_Ship_Database#GVCv Nebtuu|GVCv ''Nebtuu'']] (before [[Exodus (FS2)|Exodus]] (sm3-06)) and [[70th Blue Lions]] squadron (during [[Exodus (FS2)|Exodus]] (sm3-06))&lt;br /&gt;
&lt;br /&gt;
====GTM ''Galen''====&lt;br /&gt;
*[[GTM Hippocrates]] class medical ship&lt;br /&gt;
*Carried injured officers from [[FreeSpace_2_Terran_Ship_Database#GTI 3rd Fleet HQ|GTI ''3rd Fleet HQ'']] in [[Dunkerque]] (sm3-07)&lt;br /&gt;
*Escorted out of the area by the [[70th Blue Lions]] squadron&lt;br /&gt;
&lt;br /&gt;
====GTM ''Sydenham''====&lt;br /&gt;
*[[GTM Hippocrates]] class medical ship&lt;br /&gt;
*Evacuated [[Capella]] in [[Apocalypse]] (sm3-10)&lt;br /&gt;
&lt;br /&gt;
====GTM ''Boerhaave''====&lt;br /&gt;
*[[GTM Hippocrates]] class medical ship&lt;br /&gt;
*Evacuated [[Capella]] in [[Apocalypse]] (sm3-10) (leaves immediately after arriving; look at departure cue to see the mission design bug)&lt;br /&gt;
&lt;br /&gt;
====GTM ''Herophilus''====&lt;br /&gt;
*[[GTM Hippocrates]] class medical ship&lt;br /&gt;
*Evacuated [[Capella]] or destroyed by supernova shockwave in [[Apocalypse]] (sm3-10)&lt;br /&gt;
&lt;br /&gt;
====GTC ''Trafalgar''====&lt;br /&gt;
*Does not appear in any missions&lt;br /&gt;
*Destroyed in [[Deneb]] before [[Surrender, Belisarius!]] (sm1-01) by [[NTF]] forces&lt;br /&gt;
&lt;br /&gt;
====GTC ''Coriolanus''====&lt;br /&gt;
*Does not appear in any missions&lt;br /&gt;
*Assisted 13th Battle Group in destroying [[NTF]] forces during [[Surrender, Belisarius]] (sm1-01)*&lt;br /&gt;
&lt;br /&gt;
====GTC ''Oberon''====&lt;br /&gt;
*[[GTC Fenris]] class cruiser - decommissioned&lt;br /&gt;
*Used for testing the [[GTF Pegasus]] in the [[Nebula System|nebula]] in [[Proving Grounds]] (sm2-03)&lt;br /&gt;
*Destroyed by [[134th Barracudas]]/[[Shivan]] bombers&lt;br /&gt;
&lt;br /&gt;
====GTC ''Fortune''====&lt;br /&gt;
*[[GTC Fenris]] class cruiser&lt;br /&gt;
*Deployed near [[Knossos]] portal in [[Gamma Draconis]] in [[The Sicilian Defense]] (sm2-05) and [[Endgame]] (sm2-06)&lt;br /&gt;
*Destroys [[FreeSpace_2_Rebel_Ship_Database#NTC Loyola|NTC ''Loyola'']] with assistance from the [[FreeSpace_2_Terran_Ship_Database#GTCv Monitor|GTCv ''Monitor'']] and the [[64th Raptors]] squadron&lt;br /&gt;
&lt;br /&gt;
====GTC ''Heisenberg''====&lt;br /&gt;
*[[GTC Leviathan]] class cruiser&lt;br /&gt;
*Sent into [[Nebula System|nebula]] to assist in the destruction of [[FreeSpace_2_Shivan_Ship_Database#SD Ravana|SD ''Ravana'']] during [[Slaying Ravana]] (sm1-07)&lt;br /&gt;
&lt;br /&gt;
====GTC ''Champion''====&lt;br /&gt;
*'''NOTE: unknown designation'''&lt;br /&gt;
*Does not appear in any missions&lt;br /&gt;
*Sent into [[Nebula System|nebula]] to assist in the destruction of [[FreeSpace_2_Shivan_Ship_Database#SD Ravana|SD ''Ravana'']] before [[Slaying Ravana]] (sm1-07)&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Shivan_Ship_Database#SD Ravana|SD ''Ravana'']] just before [[Slaying Ravana]] (sm1-07)&lt;br /&gt;
&lt;br /&gt;
====GTC ''Rampart''====&lt;br /&gt;
*[[GTC Leviathan]] class cruiser&lt;br /&gt;
*Ordered to create a diversion in [[Epsilon Pegasi]] in [[Feint! Parry! Riposte!]] (sm1-10)&lt;br /&gt;
*Assisted in destruction of [[FreeSpace_2_Rebel_Ship_Database#NTC Majestic|NTC ''Majestic'']] and [[FreeSpace_2_Rebel_Ship_Database#NTC Refute|NTC ''Refute'']]&lt;br /&gt;
&lt;br /&gt;
====GTC ''Rampart''====&lt;br /&gt;
*[[GTC Leviathan]] class cruiser - simulated&lt;br /&gt;
*Used in the G-Ter simulation&lt;br /&gt;
*Destroyed by a wing of [[GTVA]] fighters&lt;br /&gt;
&lt;br /&gt;
====GTC ''Zollner''====&lt;br /&gt;
*[[GTC Leviathan]] class cruiser&lt;br /&gt;
*Attempted to evacuate [[Capella]] in [[Apocalypse]] (sm3-10)&lt;br /&gt;
*Destroyed by supernova shockwave (game does contain sound files if Zollner makes the jump if supernova is delayed)&lt;br /&gt;
&lt;br /&gt;
====GTC ''Adamant''====&lt;br /&gt;
* [[GTC Aeolus]]-class cruiser&lt;br /&gt;
* Escorted a GTVI convoy in [[Crisis in Capella]]&lt;br /&gt;
* Destroyed SC ''Armaros'' when convoy was attacked&lt;br /&gt;
* Attacked SCv ''Balam''&lt;br /&gt;
* Destroyed by SCv ''Balam''&lt;br /&gt;
&lt;br /&gt;
====GTC ''Vigilant''====&lt;br /&gt;
*[[GTC Aeolus]] class cruiser&lt;br /&gt;
*Does not appear in any missions&lt;br /&gt;
*Destroyed by a [[Shivan]] [[SC Rakshasa|Rakshasa]] cruiser between [[The Romans Blunder]] (sm1-03) and [[A Lion at the Door]] (sm1-04)&lt;br /&gt;
&lt;br /&gt;
====GTC ''Warwick''====&lt;br /&gt;
*[[GTC Aeolus]] class cruiser&lt;br /&gt;
*Deployed near [[Capella]] jump node in [[Epsilon Pegasi]] to stage a blockade in [[The King's Gambit]] (sm2-04)&lt;br /&gt;
*Assisted in the destruction of [[FreeSpace_2_Rebel_Ship_Database#NTD Uhuru|NTD ''Uhuru'']], [[FreeSpace_2_Rebel_Ship_Database#NTCv Pax|NTCv ''Pax'']], [[FreeSpace_2_Rebel_Ship_Database#NTC Liberty|NTC ''Liberty'']], [[FreeSpace_2_Rebel_Ship_Database#NTC Undaunted|NTC ''Undaunted'']] and [[FreeSpace_2_Rebel_Ship_Database#NTCv Perseverance|NTCv ''Perseverance'']]&lt;br /&gt;
&lt;br /&gt;
====GTC ''Agrippa''====&lt;br /&gt;
*[[GTC Aeolus]] class cruiser&lt;br /&gt;
*Ordered to escort a transport carrying repair materials for [[FreeSpace_2_Terran_Ship_Database#GTD Aquitaine|GTD ''Aquitaine'']] in [[Argonautica]] (sm3-05)&lt;br /&gt;
&lt;br /&gt;
====GTC ''Stalwart''====&lt;br /&gt;
*[[GTC Aeolus]] class cruiser&lt;br /&gt;
*Ordered to assist the [[70th Blue Lions]] squadron in a diversion at the [[Gamma Draconis]] jump node in [[Capella]] in [[Their Finest Hour]] (sm3-08)&lt;br /&gt;
*Assisted in the destruction of [[FreeSpace_2_Shivan_Ship_Database#SC Baal|SC ''Baal'']], [[FreeSpace_2_Shivan_Ship_Database#SC Demogorgon|SC ''Demogorgon'']], [[FreeSpace_2_Shivan_Ship_Database#SC Orcus|SC ''Orcus'']] and [[FreeSpace_2_Shivan_Ship_Database#SC Hela|SC ''Hela'']]&lt;br /&gt;
&lt;br /&gt;
====GTC ''Templar''====&lt;br /&gt;
*[[GTC Aeolus]] class cruiser&lt;br /&gt;
*Assigned to defend the [[FreeSpace_2_Terran_Ship_Database#GTD Bastion|GTD ''Bastion'']] in [[Clash of the Titans II]] (sm3-09)&lt;br /&gt;
*Ordered to cover the retreat of civilian convoys into [[Vega]] in [[Apocalypse]] (sm3-10)&lt;br /&gt;
*Assisted in the destruction of [[FreeSpace_2_Shivan_Ship_Database#SC Thanatos|SC ''Thanatos'']], [[FreeSpace_2_Shivan_Ship_Database#SC Bane|SC ''Bane'']] and [[FreeSpace_2_Shivan_Ship_Database#SC Melchom|SC ''Melchom'']]&lt;br /&gt;
*Destroyed by [[Capella]] supernova shockwave&lt;br /&gt;
&lt;br /&gt;
====GTC ''Malta''====&lt;br /&gt;
*[[GTC Aeolus]] class cruiser&lt;br /&gt;
*Assigned to defend the [[FreeSpace_2_Terran_Ship_Database#GTD Bastion|GTD ''Bastion'']] in [[Clash of the Titans II]] (sm3-09)&lt;br /&gt;
*Ordered to cover the retreat of civilian convoys into [[Vega]] in [[Apocalypse]] (sm3-10)&lt;br /&gt;
*Assisted in the destruction of [[FreeSpace_2_Shivan_Ship_Database#SC Thanatos|SC ''Thanatos'']], [[FreeSpace_2_Shivan_Ship_Database#SC Bane|SC ''Bane'']] and [[FreeSpace_2_Shivan_Ship_Database#SC Melchom|SC ''Melchom'']]&lt;br /&gt;
*Makes jump into Vega or destroyed by [[Shivan]]s or the [[Capella]] supernova shockwave&lt;br /&gt;
&lt;br /&gt;
====GTC ''Ertanax''====&lt;br /&gt;
*[[GTC Aeolus]] class cruiser&lt;br /&gt;
*Assigned to defend the [[FreeSpace_2_Terran_Ship_Database#GTD Bastion|GTD ''Bastion'']] in [[Clash of the Titans II]] (sm3-09)&lt;br /&gt;
*Ordered to cover the retreat of civilian convoys into [[Vega]] in [[Apocalypse]] (sm3-10)&lt;br /&gt;
*Assisted in the destruction of [[FreeSpace_2_Shivan_Ship_Database#SC Thanatos|SC ''Thanatos'']], [[FreeSpace_2_Shivan_Ship_Database#SC Bane|SC ''Bane'']] and [[FreeSpace_2_Shivan_Ship_Database#SC Melchom|SC ''Melchom'']]&lt;br /&gt;
*Destroyed by [[Capella]] supernova shockwave&lt;br /&gt;
&lt;br /&gt;
====GTC ''Sparta''====&lt;br /&gt;
*[[GTC Aeolus]] class cruiser&lt;br /&gt;
*Ordered to cover the retreat of civilian convoys into [[Vega]] in [[Apocalypse]] (sm3-10)&lt;br /&gt;
*Assisted in the destruction of [[FreeSpace_2_Shivan_Ship_Database#SC Thanatos|SC ''Thanatos'']], [[FreeSpace_2_Shivan_Ship_Database#SC Bane|SC ''Bane'']] and [[FreeSpace_2_Shivan_Ship_Database#SC Melchom|SC ''Melchom'']]&lt;br /&gt;
*Destroyed by [[Capella]] supernova shockwave&lt;br /&gt;
&lt;br /&gt;
====GTC ''Ascendant''====&lt;br /&gt;
*[[GTC Aeolus]] class cruiser - simulated&lt;br /&gt;
*Destroyed by a wing of [[GTVA]] fighters in the G-Ter simulation&lt;br /&gt;
&lt;br /&gt;
====GTC ''Ashaton''====&lt;br /&gt;
*[[GTC Aeolus]] class cruiser - simulated&lt;br /&gt;
*Team 1's cruiser in [[Aeolus Duel]] (MT-01)&lt;br /&gt;
&lt;br /&gt;
====GTC ''Zanthar''====&lt;br /&gt;
*[[GTC Aeolus]] class cruiser - simulated&lt;br /&gt;
*Team 2's cruiser in [[Aeolus Duel]] (MT-01)&lt;br /&gt;
&lt;br /&gt;
====GTCv ''Actium''====&lt;br /&gt;
*[[GTCv Deimos]] class corvette&lt;br /&gt;
*Deployed into the [[Nebula System|nebula]] between [[Mystery of the Trinity]] (sm1-05) and [[The Great Hunt (FS2)|The Great Hunt]] (sm1-06)&lt;br /&gt;
*Ordered to further explore the [[Nebula System|nebula]] in [[The Great Hunt (FS2)|The Great Hunt]] (sm1-06)&lt;br /&gt;
*Assisted [[FreeSpace_2_Terran_Ship_Database#GTCv Lysander|GTCv ''Lysander'']] in destroying the [[FreeSpace_2_Shivan_Ship_Database#SC Iblis|SC ''Iblis'']] and [[FreeSpace_2_Shivan_Ship_Database#SC Asuras|SC ''Asuras'']]&lt;br /&gt;
*Jumped out before [[FreeSpace_2_Shivan_Ship_Database#SD Ravana|SD ''Ravana'']] could destroy it&lt;br /&gt;
&lt;br /&gt;
====GTCv ''Lysander''====&lt;br /&gt;
*[[GTCv Deimos]] class corvette&lt;br /&gt;
*Deployed into the [[Nebula System|nebula]] between [[Mystery of the Trinity]] (sm1-05) and [[The Great Hunt (FS2)|The Great Hunt]] (sm1-06)&lt;br /&gt;
*Ordered to further explore the [[Nebula System|nebula]] in [[The Great Hunt (FS2)|The Great Hunt]] (sm1-06)&lt;br /&gt;
*Assisted [[FreeSpace_2_Terran_Ship_Database#GTCv Actium|GTCv ''Actium'']] in destroying the [[FreeSpace_2_Shivan_Ship_Database#SC Iblis|SC ''Iblis'']] and [[FreeSpace_2_Shivan_Ship_Database#SC Asuras|SC ''Asuras'']]&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Shivan_Ship_Database#SD Ravana|SD ''Ravana'']] (sort of; destruction is triggered by SEXP just in case the player kills the Ravana's main guns)&lt;br /&gt;
&lt;br /&gt;
====GTCv ''Yakiba''====&lt;br /&gt;
*[[GTCv Deimos]] class corvette&lt;br /&gt;
*Sent into [[Nebula System|nebula]] to assist in the destruction of [[FreeSpace_2_Shivan_Ship_Database#SD Ravana|SD ''Ravana'']] during [[Slaying Ravana]] (sm1-07)&lt;br /&gt;
&lt;br /&gt;
====GTCv ''Parapet''====&lt;br /&gt;
*[[GTCv Deimos]] class corvette&lt;br /&gt;
*Sent in to defend a convoy in [[Into the Maelstrom]] (sm1-09)&lt;br /&gt;
*Destroyed [[FreeSpace_2_Rebel_Ship_Database#NTC Maelstrom|NTC ''Maelstrom'']] with the help of [[242nd Suicide Kings]]&lt;br /&gt;
&lt;br /&gt;
====GTCv ''Warspite''====&lt;br /&gt;
*[[GTCv Deimos]] class corvette&lt;br /&gt;
**CO: Captain Forsythe&lt;br /&gt;
*Sent into [[Nebula System|nebula]] between [[The Sixth Wonder]] (sm1-08) and [[Battle of the Wilderness]] (sm2-01)*&lt;br /&gt;
*Met up with GTVA supply convoy during [[Battle of the Wilderness]] (sm2-01)&lt;br /&gt;
*Assisted in TAG missile field test in [[A Game of TAG]] (sm2-01)&lt;br /&gt;
&lt;br /&gt;
====GTCv ''York''====&lt;br /&gt;
*[[GTCv Deimos]] class corvette&lt;br /&gt;
*Deployed near the [[Capella]] jump node in [[Epsilon Pegasi]] to stage a blockade in [[The King's Gambit]] (sm2-04)&lt;br /&gt;
*Assisted in the destruction of [[FreeSpace_2_Rebel_Ship_Database#NTD Uhuru|NTD ''Uhuru'']], [[FreeSpace_2_Rebel_Ship_Database#NTCv Pax|NTCv ''Pax'']], [[FreeSpace_2_Rebel_Ship_Database#NTC Liberty|NTC ''Liberty'']], [[FreeSpace_2_Rebel_Ship_Database#NTC Undaunted|NTC ''Undaunted'']] and [[FreeSpace_2_Rebel_Ship_Database#NTCv Perseverance|NTCv ''Perseverance'']]&lt;br /&gt;
&lt;br /&gt;
====GTCv ''Diomedes''====&lt;br /&gt;
*[[GTCv Deimos]] class corvette&lt;br /&gt;
*Ordered to attack an [[NTF]] rallying point in [[Gamma Draconis]] in [[The Sicilian Defense]] (sm2-05)&lt;br /&gt;
*Destroyed [[FreeSpace_2_Rebel_Ship_Database#NTD Vindicator|NTD ''Vindicator'']], [[FreeSpace_2_Rebel_Ship_Database#NTC Alba|NTC ''Alba'']], [[FreeSpace_2_Rebel_Ship_Database#NTCv Yoshitomo|NTCv ''Yoshitomo'']] and [[FreeSpace_2_Rebel_Ship_Database#NTC Epigoni|NTC ''Epigoni'']] with help from the [[FreeSpace_2_Vasudan_Ship_Database#GVCv Hyksos|GVCv ''Hyksos'']] and the [[64th Raptors]] squadron&lt;br /&gt;
&lt;br /&gt;
====GTCv ''Monitor''====&lt;br /&gt;
*[[GTCv Deimos]] class corvette&lt;br /&gt;
*Deployed near [[Knossos]] portal in [[Gamma Draconis]] in [[The Sicilian Defense]] (sm2-05) and [[Endgame]] (sm2-06)&lt;br /&gt;
*Destroys [[FreeSpace_2_Rebel_Ship_Database#NTC Loyola|NTC ''Loyola'']] with assistance from the [[FreeSpace_2_Terran_Ship_Database#GTC Fortune|GTC ''Fortune'']] and the [[64th Raptors]] squadron&lt;br /&gt;
&lt;br /&gt;
====GTCv ''Lemnos''====&lt;br /&gt;
*[[GTCv Deimos]] class corvette&lt;br /&gt;
*Ordered to cover the retreat of civilian convoys into [[Vega]] in [[Apocalypse]] (sm3-10)&lt;br /&gt;
*Assisted in the destruction of [[FreeSpace_2_Shivan_Ship_Database#SC Thanatos|SC ''Thanatos'']], [[FreeSpace_2_Shivan_Ship_Database#SC Bane|SC ''Bane'']] and [[FreeSpace_2_Shivan_Ship_Database#SC Melchom|SC ''Melchom'']]&lt;br /&gt;
*Destroyed by [[Capella]] supernova shockwave&lt;br /&gt;
&lt;br /&gt;
====GTCv ''Naxos''====&lt;br /&gt;
*[[GTCv Deimos]] class corvette&lt;br /&gt;
*Defends decoy [[FreeSpace_2_Rebel_Ship_Database#NTT Sunder|NTT ''Sunder'']] in [[Love the Treason...]] (loop1-2)&lt;br /&gt;
*Destroys [[FreeSpace_2_Rebel_Ship_Database#NTC Hellespont|NTC ''Hellespont'']] with assistance from the [[99th Skulls]] squadron&lt;br /&gt;
&lt;br /&gt;
====GTCv ''Bretagne''====&lt;br /&gt;
*[[GTCv Deimos]] class corvette&lt;br /&gt;
*Originally assumed to be destroyed in [[Nebula System|nebula]] but was discovered alive just before M-06&lt;br /&gt;
*Retreated from the [[Nebula System|nebula]] to the [[Gamma Draconis]] node in M-06&lt;br /&gt;
*Destroyed [[FreeSpace_2_Shivan_Ship_Database#SCv Sargatanas|SCv ''Sargatanas'']] with aid from two [[GTVA]] fighter wings in M-06&lt;br /&gt;
&lt;br /&gt;
====GTCv ''Murakami''====&lt;br /&gt;
*[[GTCv Deimos]] class corvette&lt;br /&gt;
*Attempted to defend the [[Deneb]] jump node in [[Sirius]] from three [[NTF]] cruisers in [[Blockade Run]] (M-03) after the [[FreeSpace_2_Vasudan_Ship_Database#GVCv Hakiki|GVCv ''Hakiki'']] was destroyed&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Rebel_Ship_Database#NTC Retribution|NTC ''Retribution'']], [[FreeSpace_2_Rebel_Ship_Database#NTC Righteous|NTC ''Righteous'']], [[FreeSpace_2_Rebel_Ship_Database#NTC Vindication|NTC ''Vindication'']] and two fighter wings&lt;br /&gt;
*According to in-mission messages, the ''Murakami'' is supposed to have a fighterbay. Deimos-class corvettes, however, don't have any fighterbays&lt;br /&gt;
&lt;br /&gt;
====GTCv ''Steadfast''====&lt;br /&gt;
*[[GTCv Deimos]] class corvette&lt;br /&gt;
*Does not appear and is not referenced to in any missions; is mentioned only in an unused but official voice file for M-02b&lt;br /&gt;
*The only surviving vessel in some [[Nebula System|nebular]] battle with the [[Shivans]]&lt;br /&gt;
&lt;br /&gt;
====GTCv ''Heraklion''====&lt;br /&gt;
*[[GTCv Deimos]] class corvette - simulated&lt;br /&gt;
*Team 1's corvette in [[*Deimos Duel]] (MT-03)&lt;br /&gt;
&lt;br /&gt;
====GTCv ''Tomkin''====&lt;br /&gt;
*[[GTCv Deimos]] class corvette - simulated&lt;br /&gt;
*Team 2's corvette in [[*Deimos Duel]] (MT-03)&lt;br /&gt;
&lt;br /&gt;
====GTD ''Carthage''====&lt;br /&gt;
*[[GTD Orion]] class destroyer&lt;br /&gt;
*Arrives near [[Knossos]] portal in [[Gamma Draconis]] to help secure the area in [[A Lion at the Door]] (sm1-04)&lt;br /&gt;
*Destroys [[FreeSpace_2_Shivan_Ship_Database#SC Goliath|SC ''Goliath'']]&lt;br /&gt;
&lt;br /&gt;
====GTD ''Aeneas''====&lt;br /&gt;
*Does not appear in any missions&lt;br /&gt;
*Attacked in [[Deneb]]* by [[NTF]] forces during [[Surrender, Belisarius]] (sm1-01)&lt;br /&gt;
&lt;br /&gt;
*Son of Anchises and Venus, Aeneas is the protagonist of Virgil's Eneid and also appears in Homer's Odyssey. Originally from Troy, he escaped from the city when the Greek armies entered it. He visited many places, like Carthage, and finally decided to live in Latium, where he married Lavinia, the daughter of the king Latinus. Romulus, the mythic man who founded Rome, was one of Aeneas' descendants. Aeneas is also believed to be the ancestor of Julius Caesar and Augustus. The whole Eneid, in fact, was meant as a commemoration of Augustus' family.&lt;br /&gt;
&lt;br /&gt;
====GTD ''Messana''====&lt;br /&gt;
* [[GTD Orion]]-class destroyer&lt;br /&gt;
* Deployed near [[FreeSpace_2_Terran_Ship_Database#GTI 3rd Fleet HQ|GTI ''3rd Fleet HQ'']] in [[Dunkerque]] (sm3-07)&lt;br /&gt;
* Assisted in evacuation of [[FreeSpace_2_Terran_Ship_Database#GTI 3rd Fleet HQ|GTI ''3rd Fleet HQ'']]&lt;br /&gt;
* Remote-detonated GTI ''3rd Fleet HQ'' after evacuation was completed&lt;br /&gt;
* Messana is Latin for &amp;quot;Messina&amp;quot;, a city located in Sicily, Italy&lt;br /&gt;
&lt;br /&gt;
====[[GTD Bastion|GTD ''Bastion'']]====&lt;br /&gt;
*[[GTD Orion]] class destroyer - decommissioned&lt;br /&gt;
*Known squadrons:&lt;br /&gt;
**23rd Flying Panthers&lt;br /&gt;
**109th Flaming Skulls&lt;br /&gt;
**[[53rd Hammerheads]]&lt;br /&gt;
**79th Predators&lt;br /&gt;
**13th Reapers&lt;br /&gt;
**47th Cutthroats&lt;br /&gt;
**1st Avenging Angels&lt;br /&gt;
**33rd Jokers&lt;br /&gt;
**66th Black Knights&lt;br /&gt;
**81st Screaming Weasels&lt;br /&gt;
*Flagship of the 4th Terran Fleet in [[Vega]] before [[Surrender, Belisarius]] (sm1-01)&lt;br /&gt;
*Loaded with meson warheads and sent into [[Epsilon Pegasi]] jump node in [[Capella]] to destroy the subspace path in [[Their Finest Hour]] (sm3-08) and [[Clash of the Titans II]] (sm3-09)&lt;br /&gt;
&lt;br /&gt;
====[[GTD Nereid|GTD ''Nereid'']]====&lt;br /&gt;
*[[GTD Orion]] class destroyer - decommissioned&lt;br /&gt;
*Does not appear in any missions&lt;br /&gt;
*Loaded with meson warheads and sent into [[Capella]] jump node in [[Vega]] to destroy the subspace path after [[Apocalypse]] (sm3-10)&lt;br /&gt;
&lt;br /&gt;
====GTD ''Delacroix''====&lt;br /&gt;
*Does not appear in any missions&lt;br /&gt;
*Sent into the [[Nebula System|nebular theater]] during [[Mystery of the Trinity]] (sm1-05)*&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Shivan_Ship_Database#SD Ravana|SD ''Ravana'']] between [[The Great Hunt (FS2)|The Great Hunt]] (sm1-06) and [[Slaying Ravana]] (sm1-07)&lt;br /&gt;
&lt;br /&gt;
*Trivia: &amp;quot;De la Croix&amp;quot; is French for &amp;quot;Of the Cross&amp;quot;. Also, Eugene Delacroix was a French Romantic painter at the time of the French Revolution.&lt;br /&gt;
&lt;br /&gt;
====GTD ''Vengeance''====&lt;br /&gt;
*Does not appear in any missions&lt;br /&gt;
*Launches 77th Deadly Sevens squadron into [[Shivan]]-held sector in [[Gamma Draconis]] in M-05&lt;br /&gt;
&lt;br /&gt;
====[[GTD Aquitaine|GTD ''Aquitaine'']]====&lt;br /&gt;
*[[GTD Hecate]] class destroyer&lt;br /&gt;
**CO: [[Famous persons#Admiral Petrarch|Admiral Petrarch]]&lt;br /&gt;
*Flagship of the 3rd Terran Fleet in [[Capella]]&lt;br /&gt;
*Known squadrons:&lt;br /&gt;
**19th&lt;br /&gt;
**[[53rd Hammerheads]]&lt;br /&gt;
**[[64th Raptors]]&lt;br /&gt;
**[[70th Blue Lions]]&lt;br /&gt;
**83rd&lt;br /&gt;
**91st&lt;br /&gt;
**[[107th Ravens]]&lt;br /&gt;
**116th&lt;br /&gt;
**[[134th Barracudas]]&lt;br /&gt;
**[[242nd Suicide Kings]]&lt;br /&gt;
**309th&lt;br /&gt;
*Dispatched to reinforce the 13th Vasudan Battle Group in [[Deneb]] in [[Surrender, Belisarius]] (sm1-01)&lt;br /&gt;
*Sent into the [[Knossos]] portal in [[Gamma Draconis]] to lead a reconnaissance force in [[A Lion at the Door]] (sm1-04)&lt;br /&gt;
*Ordered to return to [[Capella]] after [[Slaying Ravana]] (sm1-07) (defeat of [[FreeSpace_2_Shivan_Ship_Database#SD Ravana|SD ''Ravana'']])&lt;br /&gt;
*Ordered to go back into the [[Nebula System|nebula]] after [[NTF]] is defeated in [[Epsilon Pegasi]] and [[Sirius]] in [[The Sixth Wonder]] (sm1-08) through [[Feint! Parry! Riposte!]] (sm1-10)&lt;br /&gt;
*Oversaw the [[GTF Pegasus]] test in the [[Nebula System|nebula]] in [[Proving Grounds]] (sm2-03)&lt;br /&gt;
*Attacked by [[Shivan]] fighters and [[FreeSpace_2_Shivan_Ship_Database#SCv Tiamat|SCv ''Tiamat'']]&lt;br /&gt;
*Retreated to [[Gamma Draconis]]&lt;br /&gt;
*Sent back into the [[Nebula System|nebula]] between [[The King's Gambit]] (sm2-04) and [[The Fog of War]] (sm2-07)&lt;br /&gt;
*Stationed near [[Gamma Draconis]] jump node in the [[Nebula System|nebula]] after [[A Monster in the Mist]] (sm2-08) in an attempt to destroy the [[FreeSpace_2_Shivan_Ship_Database#SJ Sathanas 01|SJ ''Sathanas'']]&lt;br /&gt;
*Ordered out of the [[Nebula System|nebula]] between [[Speaking in Tongues]] (sm2-09) and [[A Flaming Sword]] (sm2-10)&lt;br /&gt;
*Sent into the [[Nebula System|nebula]] again between [[High Noon]] (sm3-02) and [[Return to Babel]] (sm3-03)&lt;br /&gt;
*Ordered to return to [[Gamma Draconis]] after [[FreeSpace_2_Shivan_Ship_Database#SJ Sathanas 02|second SJ ''Sathanas'']] is sighted between [[Straight, No Chaser]] (sm3-04) and [[Argonautica]] (sm3-05)&lt;br /&gt;
*Came under attack by [[FreeSpace_2_Shivan_Ship_Database#SC Urobach|SC ''Urobach'']] just before [[Argonautica]] (sm3-05)&lt;br /&gt;
*Destroyed [[FreeSpace_2_Shivan_Ship_Database#SC Urobach|SC ''Urobach'']] just before [[Argonautica]] (sm3-05)&lt;br /&gt;
*Came under attack by [[FreeSpace_2_Shivan_Ship_Database#SCv Abaddon|SCv ''Abaddon'']] in [[Argonautica]] (sm3-05)&lt;br /&gt;
*Destroyed [[FreeSpace_2_Shivan_Ship_Database#SCv Abaddon|SCv ''Abaddon'']] in [[Argonautica]] (sm3-05)&lt;br /&gt;
*Departed for [[Gamma Draconis]] in [[Argonautica]] (sm3-05)&lt;br /&gt;
&lt;br /&gt;
====GTD ''Phoenicia''====&lt;br /&gt;
*[[GTD Hecate]] class destroyer&lt;br /&gt;
*Ordered to distract [[FreeSpace_2_Shivan_Ship_Database#SJ Sathanas 01|SJ ''Sathanas'']] in [[Bearbaiting]] (sm3-01) so that the [[203rd Scorpions]] squadron can take out the front beam cannons&lt;br /&gt;
*Jumped out or destroyed after taking severe damage from the main guns of [[FreeSpace_2_Shivan_Ship_Database#SJ Sathanas 01|SJ ''Sathanas'']]&lt;br /&gt;
&lt;br /&gt;
====GTD ''Labam''====&lt;br /&gt;
*[[GTD Hades]] class destroyer - simulated&lt;br /&gt;
*Obstacle between teams in [[Ganymede Showdown]] (MT-10)&lt;br /&gt;
&lt;br /&gt;
====[[GTVA Colossus|GTVA ''Colossus'']]====&lt;br /&gt;
*[[GTVA Colossus]] class capital ship&lt;br /&gt;
*First deployed in Epsilon Pegasi near [[FreeSpace_2_Terran_Ship_Database#GTI Enif Station|GTI ''Enif Station'']] in [[The Sixth Wonder]] (sm1-08)&lt;br /&gt;
*Destroyed [[FreeSpace_2_Rebel_Ship_Database#NTCv Hawkwood|NTCv ''Hawkwood'']] and [[FreeSpace_2_Rebel_Ship_Database#NTC Conquest|NTC ''Conquest'']]&lt;br /&gt;
*Sent to [[Capella]] jump node in [[Epsilon Pegasi]] to resupply in [[Into the Maelstrom]] (sm1-09)&lt;br /&gt;
*Sent into [[Epsilon Pegasi]] to attack [[NTF]] fortifications in [[Feint! Parry! Riposte!]] (sm1-10)&lt;br /&gt;
*Assisted [[FreeSpace_2_Terran_Ship_Database#GTC Rampart|GTC ''Rampart'']] in destroying [[FreeSpace_2_Rebel_Ship_Database#NTC Majestic|NTC ''Majestic'']] and [[FreeSpace_2_Rebel_Ship_Database#NTC Refute|NTC ''Refute'']]&lt;br /&gt;
*Destroyed [[FreeSpace_2_Rebel_Ship_Database#NTD Repulse|NTD ''Repulse'']]&lt;br /&gt;
*Destroyed [[FreeSpace_2_Rebel_Ship_Database#NTC Gaozu|NTC ''Gaozu'']], [[FreeSpace_2_Rebel_Ship_Database#NTC Fronde|NTC ''Fronde'']] and [[FreeSpace_2_Rebel_Ship_Database#NTCv An Luchan|NTCv ''An Luchan'']] in [[Polaris]] between [[Proving Grounds]] (sm2-03) and [[The King's Gambit]] (sm2-04)&lt;br /&gt;
*Chased and destroyed [[FreeSpace_2_Rebel_Ship_Database#NTCv Jacquerie|NTCv ''Jacquerie'']] in [[Epsilon Pegasi]] between [[Proving Grounds]] (sm2-03) and [[The King's Gambit]] (sm2-04)&lt;br /&gt;
*Chased and destroyed [[FreeSpace_2_Rebel_Ship_Database#NTD Vasa|NTD ''Vasa'']] in [[Capella]] between [[Proving Grounds]] (sm2-03) and [[The King's Gambit]] (sm2-04)&lt;br /&gt;
*Arrived in [[Gamma Draconis]] during [[The Sicilian Defense]] (sm2-05)&lt;br /&gt;
*Destroyed [[FreeSpace_2_Rebel_Ship_Database#NTC Vanguard|NTC ''Vanguard'']] and [[FreeSpace_2_Rebel_Ship_Database#NTCv Congreve|NTCv ''Congreve'']]&lt;br /&gt;
*Arrived near [[Knossos]] portal in [[Gamma Draconis]] in [[Endgame]] (sm2-06)&lt;br /&gt;
*Destroyed [[FreeSpace_2_Rebel_Ship_Database#NTCv Danton|NTCv ''Danton'']]&lt;br /&gt;
*Unable to attack [[FreeSpace_2_Rebel_Ship_Database#NTF Iceni|NTF ''Iceni'']] due to a reactor sabotage, [[FreeSpace_2_Rebel_Ship_Database#NTF Iceni|''Iceni'']] escaped into the [[Nebula System|nebula]]&lt;br /&gt;
*Attacked [[FreeSpace_2_Shivan_Ship_Database#SJ Sathanas 01|SJ ''Sathanas'']] in [[Capella]] in [[High Noon]] (sm3-02)&lt;br /&gt;
*Destroyed [[FreeSpace_2_Shivan_Ship_Database#SJ Sathanas 01|SJ ''Sathanas'']]&lt;br /&gt;
*Sustained heavy damage to weapon reactors&lt;br /&gt;
*Attacked by [[FreeSpace_2_Shivan_Ship_Database#SD Beast|SD ''Beast'']] near the [[Gamma Draconis]] jump node in [[Capella]] in [[Their Finest Hour]] (sm3-08)&lt;br /&gt;
*Destroyed [[FreeSpace_2_Shivan_Ship_Database#SD Beast|SD ''Beast'']]&lt;br /&gt;
*Attacked by [[FreeSpace_2_Shivan_Ship_Database#SJ Sathanas 17|SJ ''Sathanas 17'']]&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Shivan_Ship_Database#SJ Sathanas 17|SJ ''Sathanas 17'']]&lt;br /&gt;
&lt;br /&gt;
====GTI ''Enif Station''====&lt;br /&gt;
*[[GTI Arcadia]] class installation&lt;br /&gt;
*[[GTVA]] military outpost in [[Epsilon Pegasi]]&lt;br /&gt;
*Attacked by [[FreeSpace_2_Rebel_Ship_Database#NTC Outrage|NTC ''Outrage'']], [[FreeSpace_2_Rebel_Ship_Database#NTC Cato|NTC ''Cato'']], [[FreeSpace_2_Rebel_Ship_Database#NTC Conquest|NTC ''Conquest'']] and [[FreeSpace_2_Rebel_Ship_Database#NTCv Hawkwood|NTCv ''Hawkwood'']] before and during [[The Sixth Wonder]] (sm1-08)&lt;br /&gt;
&lt;br /&gt;
====GTI ''3rd Fleet HQ''====&lt;br /&gt;
*[[GTI Arcadia]] class installation&lt;br /&gt;
*[[GTVA]] 3rd Terran Fleet headquarters in [[Capella]]&lt;br /&gt;
*Attacked by [[Shivan]] forces between [[Exodus (FS2)|Exodus]] (sm3-06) and [[Dunkerque]] (sm3-07)&lt;br /&gt;
*Complete evacuation ordered by [[GTVA]] command just before [[Dunkerque]] (sm3-07)&lt;br /&gt;
**Cargo: Personnel&lt;br /&gt;
*Self-destructed due to remote detonation sequence controlled from [[FreeSpace_2_Terran_Ship_Database#GTD Messana|GTD ''Messana'']]&lt;br /&gt;
&lt;br /&gt;
====GTI ''Kos''====&lt;br /&gt;
*[[GTI Arcadia]] class installation - simulated&lt;br /&gt;
*Appears in the background in Training-2&lt;br /&gt;
&lt;br /&gt;
====[[Knossos#Knossos 1|''Knossos 1'']]====&lt;br /&gt;
*Discovered by [[Famous persons#Admiral Aken Bosch|Admiral Bosch]] sometime before [[Surrender, Belisarius!]] (sm1-01)&lt;br /&gt;
*Activated by [[FreeSpace_2_Rebel_Ship_Database#NTC Trinity|NTC ''Trinity'']] before* [[Surrender, Belisarius!]] (sm1-01)&lt;br /&gt;
*Destroyed by [[GTVA]] meson bombs in [[A Flaming Sword]] (sm2-10)&lt;br /&gt;
&lt;br /&gt;
====[[Knossos#Knossos 2|''Knossos 2'']]====&lt;br /&gt;
*Discovered by [[203rd Scorpions]] squadron in [[Straight, No Chaser]] (sm3-04)&lt;br /&gt;
&lt;br /&gt;
====[[Knossos#Knossos 3|''Knossos 3'']]====&lt;br /&gt;
*Discovered by [[99th Skulls]] squadron in [[Into the Lion's Den]] (loop2-2)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[FreeSpace_2_Ship_Database|FreeSpace 2 Ship Database]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Aquila7</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Bait_and_Switch&amp;diff=38478</id>
		<title>Bait and Switch</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Bait_and_Switch&amp;diff=38478"/>
		<updated>2012-05-12T18:08:36Z</updated>

		<summary type="html">&lt;p&gt;Aquila7: /* Walkthrough */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Derelict}}&lt;br /&gt;
&lt;br /&gt;
{|- cellpadding=&amp;quot;8&amp;quot; style=&amp;quot;background:#000000;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Derelict Campaign Walkthrough|Campaign Walkthrough]]&lt;br /&gt;
| [[Last Leg|Previous Mission]]&lt;br /&gt;
| [[A Time for Penance|Next Mission]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ACT 1 MISSION 6&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fighter squadron:&amp;lt;/b&amp;gt; [[212th Silver Scythes]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt; Alpha and the LoneWolf attack a pirate base, but things are not as they seem...&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
&amp;lt;i&amp;gt;&lt;br /&gt;
*With some help from the &amp;lt;b&amp;gt;MMC's&amp;lt;/b&amp;gt; scans of the area, and from this latest attack near &amp;lt;b&amp;gt;Tau Sigma Station,&amp;lt;/b&amp;gt; we now know that the pirates staged their raid from this remote location within the &amp;lt;b&amp;gt;Tau Sigma&amp;lt;/b&amp;gt; system. If we move quickly, we may be able to surprise them, re-capture any stolen goods, and restore the confidence of the local business operations.&lt;br /&gt;
*The staging area is located on the outer rim of the system near a large ice debris belt. Central to the area is a large refuelling vessel along with several cargo containers and a &amp;lt;b&amp;gt;Triton&amp;lt;/b&amp;gt; class freighter.&lt;br /&gt;
*Guarding the area is a &amp;lt;b&amp;gt;Gunship&amp;lt;/b&amp;gt; of unknown configuration. There are at least two wings of fighters flying escort. These will be your primary target. &lt;br /&gt;
*&amp;lt;b&amp;gt;Alpha&amp;lt;/b&amp;gt; wing and the &amp;lt;b&amp;gt;GTC LoneWolf&amp;lt;/b&amp;gt; will jump in at close range for the element of surprise. &amp;lt;b&amp;gt;Alpha,&amp;lt;/b&amp;gt; your primary target will be the fighter escort, while the &amp;lt;b&amp;gt;LoneWolf&amp;lt;/b&amp;gt; will concentrate on neutralizing the gunship. Once disabled or destroyed, we should have little trouble apprehending the rest of these pirates. Good luck, pilot!&lt;br /&gt;
&amp;lt;/i&amp;gt;&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
Your first challenge of the campaign. Don't worry about killing the enemy fighters at the mission start, as they will soon turn friendly when Command recognizes its mistake. The pirates will then launch a massive fighter/bomber/cruiser attack on the LoneWolf. The Fenris is not nearly strong enough to withstand the assault, so you will probably have to lose the mission 5 times and then skip, unless you're playing on low difficulty.&lt;br /&gt;
&lt;br /&gt;
Excellent voiceacting and script on this one.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
As mentioned above, this is quite a tough mission. However, it is quite possible to beat it even on higher difficulties.&lt;br /&gt;
&lt;br /&gt;
For loadout, you'll want a mix of tempests and rockeyes (with at least eight of the latter), plus whichever guns you prefer - not that you have a whole lot of choice there.&lt;br /&gt;
&lt;br /&gt;
From the beginning of the mission, order your wingmen to ignore both the Sai and the medical frigate, and then you can either fly around dodging the initial fighters for a few minutes until they change IFF, or you can start fighting them properly. Save your rockeyes regardless of which you choose. If you do the latter, you will get more kills, but the second part of the mission will be harder. If you can't seem to get past the second part, simply have your AI wingmen ignore ALL enemy fighters at the start and simply evade, and that should help some later.&lt;br /&gt;
&lt;br /&gt;
Either way, it will eventually turn out that the supposed pirate staging ground was in fact no such thing, and the remains of the enemy will turn friendly. This is where it gets interesting. A pirate Leviathan accompanied by both fighter and bomber wings will jump in, with the bombers heading for the Sai while the pirate cruiser tends to duke it out with the LoneWolf. The safest solution here is to order your wingmen to guard the Sai, while you use your rockeyes to destroy the main beam of the cruiser from a safe distance and then hang back outside of beam range. You really do NOT want to get into AAA range of a Leviathan if you're playing on hard or above, as it can swat you out of the sky in an instant should it target you.&lt;br /&gt;
&lt;br /&gt;
Feel free to engage any enemies which stray far enough from the cruiser for you to safely engage them, but at this point, you should mostly be directing your wingmen. When no bombers are left in the area, have the wingmen engage the pirate cruiser, or guard the LoneWolf if her hull is getting too low for comfort. Eventually, the cruiser will die (with no main beam, the LoneWolf and Sai outmatch it easily) and you can mop up any remaining pirate fighters. Congratulations, you've won.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
&lt;br /&gt;
* [[GTC LoneWolf]]&lt;br /&gt;
* [[TRGC Sai]]&lt;br /&gt;
* [[TRGF Haulian]]&lt;br /&gt;
* Redbeard (pirate [[GTC Leviathan|Leviathan]])&lt;br /&gt;
* [[TRGS Meridian]]&lt;/div&gt;</summary>
		<author><name>Aquila7</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=General_hints_(FRED)&amp;diff=38456</id>
		<title>General hints (FRED)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=General_hints_(FRED)&amp;diff=38456"/>
		<updated>2012-05-07T02:59:52Z</updated>

		<summary type="html">&lt;p&gt;Aquila7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are some '''general FREDding hints''' that do not require separate articles to elaborate, from beginner level until intermediate.&lt;br /&gt;
&lt;br /&gt;
*Use the Y-axis (height) and rotate most of your ships on one or more of the axes to give a more realistic feeling.&lt;br /&gt;
*Use the Selection Lock (Spacebar) if you have selected all the ships you want to move or rotate. This will make sure you do not select an unwanted craft by accident. Press Spacebar once more to disable Selection Lock.&lt;br /&gt;
*If you want a directive to appear only after a specified event, use event chaining:&lt;br /&gt;
**Collect all the triggering conditions in one event. Chain the next event (which is the actual directive) to the previous event with a delay of at least 1 second.&lt;br /&gt;
**This will make it sure the event will not appear sooner than desired. This is especially useful if you want Command to order the destruction/capture/inspection of a ship.&lt;br /&gt;
*Use the designer's notes of the Mission Specs Editor (SHIFT-N) as a reminder for yourself. There are some things that you want to be in your mission only temporarily, for testing purposes such as enabling No Traitor if you want to test if a ship sends the right message if its hull drops below 50%.&lt;br /&gt;
*Using keyboard shortcuts makes editing more convenient.&lt;br /&gt;
*If you do not want a ship to open fire, simply use the turret-lock-all SEXP instead of disarming all the turrets manually.&lt;br /&gt;
*If you want to use a special, special-case support ship, you have to make changes in the [[ships.tbl|ship tables]]. You cannot simply place a support ship and disallow all player orders. In [[Enter the Dragon]], the support ship that captures Arjuna 1 is one such special-case vessel.&lt;br /&gt;
*Always remove player orders for ship classes other than fighters or bombers. By default, the player can give orders to transports and above. If you give the 'Attack my ship' order to a transport that is supposed to board and capture a ship, it will not follow its default orders until the player-given orders are accomplished.&lt;br /&gt;
*If you do not want a ship destroyed, but you want to make its subsystems destroyable, use the [[ship-guardian]] SEXP. Using [[ship-guardian-threshold]] is an alternate solution for FreeSpace Open.&lt;br /&gt;
*Increasing the rank of individual turrets has no effect. Rather, change the AI class of the entire ship to make its turrets more effective.&lt;br /&gt;
*Pressing TAB while having multiple ships selected changes the central point of rotation. If you start rotating, that ship will be the center of the circle your ships will be rotated around. The same is true for moving, the selected 'central' ship will be moving with the cursor.&lt;br /&gt;
*If you get lost on the grid, press SHIFT-Z. Or, zoom on any of the ships by selecting the fighter in the Selection Menu (H) and pressing ALT-Z.&lt;br /&gt;
*Wingmen initial orders is limited, but using the add-goal SEXP removes this limitation.&lt;br /&gt;
*Placing a waypoint into the center of a jump node enables you to measure distances between any ships and the jump node. The waypoint and the jump node must share the same coordinates. Technically, the engine measures the distance between the assigned ship(s) and the waypoint, but since the center of the node and the waypoint are at the same position, you can measure distance between ships and the jump node.&lt;br /&gt;
*Colored [[Briefing Text]] can be used in the Command briefing and mission briefing, but cannot be used in the debriefing.&lt;br /&gt;
*An ideal mission length ranges between five and eleven minutes. It is not advised to make a mission longer, as FreeSpace players are not used to flying for more than ten minutes.&lt;br /&gt;
*For best performance, disable the wireframe view mode. Use the wireframe mode for setting a given ship's heading.&lt;br /&gt;
*If you want a ship just to suddenly appear, use the No Warp Effect feature in the arrival cue section of the Ship Editor. If the departure cue has the No Warp Effect set, then the ship will suddenly disappear. This is useful for nebula missions. Beware of using the ship-vanish SEXP: ships that vanish do not count as &amp;quot;departed&amp;quot;, so the &amp;quot;has-departed-delay &amp;lt;ship that vanishes using ship-vanish&amp;gt;&amp;quot; will not trigger.&lt;br /&gt;
*Believe it or not, the EMP effect also works on AI-controlled ships. Bear this in mind while creating nebula missions.&lt;br /&gt;
*Players usually start by increasing the throttle to maximum. Set the player's speed to 100% by default in the Initial Status options if it's likely that most players would start the mission by accelerating.&lt;br /&gt;
*In case one or more ships in a wing departs without the departure cue becoming true, the wing will not be considered departed. This means if you order one (or all) ships from Beta wing to leave the area and there is an event which becomes true if Beta wing has departed, the event will become incomplete until you restart the mission.&lt;br /&gt;
*The &amp;quot;Neutral&amp;quot; IFF is hostile to the player. If you want the &amp;quot;Hostile&amp;quot;, &amp;quot;Neutral&amp;quot; and &amp;quot;Friendly&amp;quot; sides to attack each other, set the All teams at War option in the Mission Specs Editor.&lt;br /&gt;
*You can manually set the player traitor by using the change-iff SEXP on the player's ship to make the player &amp;quot;Neutral&amp;quot; (FreeSpace Open introduced the  &amp;quot;Traitor&amp;quot; IFF).&lt;br /&gt;
*The Protect Ship option is not completely reliable. The AI may still attack those ships. Rather use the ship-guardian SEXP. This is the best solution to make the AI not lose the mission for the player by destroying any ships which are supposed captured or not destroyed. You can also use change-iff to make the ship Friendly (as was used in [[First Strike]]). Hostiles will still attack that ship, so make sure they ignore it.&lt;br /&gt;
*Changing the order of events in FRED is not recommended. Such a move will confuse the game engine, and weird mission flaws will come up. [[Editing a mission in a text editor#Changing Event hierarchies|Use a text editor]] instead for this purpose. You won't need to change the order of in-mission events anyway, except for chained events.&lt;br /&gt;
&lt;br /&gt;
== Using FRED with mods == &lt;br /&gt;
Since 3.6.12., FRED no longer requires the additional -mod parameter to load a mod. Instead, FRED will automatically load the mod that's set in the game's launcher.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[Typical FREDding mistakes]]&lt;br /&gt;
&lt;br /&gt;
[[Category:FRED Tips]]&lt;/div&gt;</summary>
		<author><name>Aquila7</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Category:Ship&amp;diff=38455</id>
		<title>Category:Ship</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Category:Ship&amp;diff=38455"/>
		<updated>2012-05-07T02:16:13Z</updated>

		<summary type="html">&lt;p&gt;Aquila7: Corrected incorrect references to &amp;quot;the FreeSpace 1&amp;quot; and &amp;quot;the FreeSpace 2&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains links to all ship classes that appear in [[Portal:FreeSpace 1|FreeSpace 1]] or in [[Portal:FreeSpace 2|FreeSpace 2]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Links to different ship lists:&lt;br /&gt;
*[[Great War-era craft]]&lt;br /&gt;
*[[FreeSpace 2-era craft]]&lt;br /&gt;
&lt;br /&gt;
Links to ship databases&lt;br /&gt;
*[[FreeSpace 1 Ship Database]]&lt;br /&gt;
*[[FreeSpace 2 Ship Database]]&lt;br /&gt;
&lt;br /&gt;
[[Category:FreeSpace Universe]]&lt;/div&gt;</summary>
		<author><name>Aquila7</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Campaign_designers_are_people_too&amp;diff=37252</id>
		<title>Campaign designers are people too</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Campaign_designers_are_people_too&amp;diff=37252"/>
		<updated>2011-11-13T04:14:41Z</updated>

		<summary type="html">&lt;p&gt;Aquila7: /* #5 – We're Not Getting Paid */ Removed irrelevant image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Nuclear1}}&lt;br /&gt;
:''Original post by Nuclear1 on the HLP forums, [http://www.hard-light.net/forums/index.php?topic=76315.msg1514034#msg1514034 here].''&lt;br /&gt;
&lt;br /&gt;
This is more for the player than the campaign designer, but it's still important.&lt;br /&gt;
&lt;br /&gt;
Campaigns.  Campaigns are the things that keep people coming to Hard Light and to the Freespace community at-large.  They keep us engaged in Freespace, they offer their answers to questions about the universe we want answered, and they offer their own unique gameplay aspects and stories.  Yet campaigns would be nothing without the people behind them; the FREDers (mission designers), story writers, animators, testers, and the project leaders.&lt;br /&gt;
&lt;br /&gt;
These people work very hard to deliver a solid campaign for you, the player.  Unfortunately, over the years some 'fans' and hopeful players have managed to make life hard for our valiant, fearless designers.  Of course, these people don't represent the majority of fans, who are mostly very well-behaved.&lt;br /&gt;
&lt;br /&gt;
[[Image:Shippingi.jpg|frame|c|center|I said mostly, dammit.]]&lt;br /&gt;
&lt;br /&gt;
So what do you need to know about campaign designers, if you're not one already?  There are five things you really ought to be aware of when dealing with project leaders.  &lt;br /&gt;
&lt;br /&gt;
==#5 – We're Not Getting Paid==&lt;br /&gt;
&lt;br /&gt;
This one's fairly straight-forward.  While a lot of work that gets done for the [[Source Code Project]], [[MediaVP|FS Upgrade Project]], and the various campaigns on Hard Light and elsewhere is of professional quality, it's only that way because we bring a lot of our outside skills and talents to work on a game we love.  A lot of Freespace fans are professional coders, video editors, writers, and animators, while many others simply have a vast knowledge of these fields.  &lt;br /&gt;
&lt;br /&gt;
Because we're bound to our projects by nothing more than a desire to express our talents and ideas with our fellow fans, we work at our own different paces.  We're not working on contracts, and deadlines are often tentative at best.  Development can go on for years, or it can take only a few months.  &lt;br /&gt;
&lt;br /&gt;
So in short:  unless you're willing to pay us to get our work done, or you otherwise have a financial stake in seeing [[Blue Planet]] 3 or [[Blackwater Operations]] released, don't get irritated when development goes longer than anticipated.  We're not professional game developers or a studio, so we can take as long as we need.&lt;br /&gt;
&lt;br /&gt;
==#4 – Real Life Happens==&lt;br /&gt;
&lt;br /&gt;
This can be tied in to my previous point, but it's serious enough that it warrants its own category.  While we're all huge fans, our lives don't revolve entirely around Freespace.  We have jobs to work at, schoolwork to do, unexpected happenings in the outside world, and sometimes even significant others that need our attention.  &lt;br /&gt;
&lt;br /&gt;
[[Image:Overwhelmedwomanatcompu.jpg|frame|c|center|Finding out you're up late 'working on' 'Fred'.]]&lt;br /&gt;
&lt;br /&gt;
Basically, for the same reason you can't expect us to finish a project on-time as promised due to a lack of money motivation, you can't expect us to be glued to our desks working on our campaigns. Freespace is, and will continue to be for a long time, our hobby.  If you can pay all our bills, do our homework for us, or go to our jobs, we'd be happy to spend more time working on them.&lt;br /&gt;
&lt;br /&gt;
==#3 – Caps Lock Does Not Make Things Go Faster==&lt;br /&gt;
&lt;br /&gt;
Shouting.  Anger.  Caps lock.  The srs bsnss of the internet.  You use it to get your point across in debates over anything, you use it to get your way.  Like a little child throwing a tantrum, you get your milk or your extra ten minutes of TV at night.  Fortunately, we don't roll that way here at Hard Light.  Shouting or taking an attitude with project leaders or other members often ends up with very negative results.  At best, you'll get a few other members to tell you to knock it off, and you'll walk away from the thing a little embarrassed.  At worst, you'll make yourself out to be a total ass and will likely be enjoying a temporary vacation from Hard Light.&lt;br /&gt;
&lt;br /&gt;
I know this is the internet, and maybe acting aggressively elsewhere has worked out for you, but when it comes to dealing with people who devote an enormous amount of time to a hobby for your ultimate benefit, you may want to stow the attitude.  Don't make us get out the flamethrowers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Strdead2qgi.jpg|frame|c|center|This person wasn't always a charred corpse in our janitor closet.]]&lt;br /&gt;
&lt;br /&gt;
==#2 – Help is Always Appreciated==&lt;br /&gt;
&lt;br /&gt;
Are you a writer?  Do you know how to render, model, texture, or design levels?  Well you're in luck!  Depending on which skill set you have, you're likely in demand here at Hard Light.  If there was one way you could ever ensure that your particular fan project gets done on time is if you invest a personal interest in it yourself.  Give yourself something to be proud of in the long run, and establish yourself as a talented individual in the community while helping some inundated campaigns.&lt;br /&gt;
&lt;br /&gt;
Even if you don't know how to do any of the above, you can do what you already do with Freespace:  play!  Large and small projects alike are always on the look-out for testers during the final stages of development.  Feedback from playing earlier projects by the same people is also monumentally helpful in refining a project so that it's the best it can be for you and everyone else.&lt;br /&gt;
&lt;br /&gt;
Participate in discussions on the Hosted boards, hit up project leaders or staff in our IRC channels, and overall just get involved.  People will work faster when they feel like they're working for somebody who cares.&lt;br /&gt;
&lt;br /&gt;
Which brings me to my final point...&lt;br /&gt;
&lt;br /&gt;
==#1 – Campaign Designers Are People Too==&lt;br /&gt;
&lt;br /&gt;
We are, I swear.  Big, squishy, adorable people.  Seriously, if there were an award for biggest, squishiest, most adorable bunch of sci-fi nerds on the internet, HLP would take third at least.  Because we wuv you.  We really do.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sparklesq.jpg|frame|c|center|See? We even have unicorns and wainbows! We're so adowable.]]&lt;br /&gt;
&lt;br /&gt;
We're also people who just like to devote a lot of our time and energy to making campaigns that people will later enjoy (and will partly boost our ego too).  We like to know people are out there waiting to play our campaigns.  Fans are what keep most projects going.  [[Machina Terra]] hasn't had much public forum activity with the exception of one absolutely devoted  fan (perhaps creepily so) by the name of CSA-DarthVader.  &lt;br /&gt;
&lt;br /&gt;
Drop by the Hosted board for whichever project you're interested in, check up on the progress, ask questions.  Drop by the IRC channels and chat with all of us; most projects have at least one person in any of the channels.  (Also, give Axem a big ol' hug if you do drop by, he appreciates it.) But above all, tell the staff how much you appreciate the work they're doing.  Nothing uplifts a FREDer or leader's spirits than knowing their work is appreciated by even just one person.  It fills us with rainbows and unicorns.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Aquila7</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Franco78%27s_theory&amp;diff=37234</id>
		<title>Franco78's theory</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Franco78%27s_theory&amp;diff=37234"/>
		<updated>2011-11-06T14:37:31Z</updated>

		<summary type="html">&lt;p&gt;Aquila7: /* The Shivans */ proofreading&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{grammar}}{{non-canon}}&lt;br /&gt;
====The Shivans====&lt;br /&gt;
&lt;br /&gt;
I believe that there is a simple explanation to the behavior of the Shivans. As they live in space and have no planetary colonies, and all living things must eat to survive what do can they eat in space? I think Shivans that must be feeding off of the elements of nebulae. They cause supernovae such as the Capella supernova to form new nebulae, explaining why they attacked in 2335. The Shivans would leave a great nebula, not directly attacking other species or expanding, but would have their military look for certain stars and nebulae. The nebula beyond Gamma Draconis may have been created by a supernova caused by the Shivans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Shivan theories]]&lt;/div&gt;</summary>
		<author><name>Aquila7</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=9th_Fleet&amp;diff=36755</id>
		<title>9th Fleet</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=9th_Fleet&amp;diff=36755"/>
		<updated>2011-09-11T19:52:25Z</updated>

		<summary type="html">&lt;p&gt;Aquila7: Proofreading&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{non-canon}}&lt;br /&gt;
&lt;br /&gt;
''9th Fleet'' is a mod by [[User:Eolis|Eolis]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Storyline==&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 1: Testing on the GTD Zeus takes place. Meanwhile, the GTVA discovers a Knossos. They also uncover a ''Lucifer'' class destroyer (called SD ''Beelzebub''). Allied forces manage to capture the ''Beelzebub''. They also discover the TSF and the TSD ''Apocalypse''.&lt;br /&gt;
&lt;br /&gt;
Chapter 2, GTVA branch :&lt;br /&gt;
Destruction of the TSF fleet (Battle of Endor Syndrome )&lt;br /&gt;
Destruction of the TSD ''Archangel''&lt;br /&gt;
Capture of the TSD ''Apocalypse'' and exploration of what lies beyond the Knossos gate. Discovery of two new Knossos gates&lt;br /&gt;
Battle of the Knossosses&lt;br /&gt;
Exploration of the Knossoses, loss of the GTD ''Zeus''&lt;br /&gt;
&lt;br /&gt;
Chapter 2, TSF branch:&lt;br /&gt;
Attack of the GTI S.R.I.&lt;br /&gt;
War against GTVA&lt;br /&gt;
Destruction of the GTD ''Loraine''&lt;br /&gt;
Destruction of the GTD ''Zeus''&lt;br /&gt;
GTVA reprisals&lt;br /&gt;
Exodus toward Knossos&lt;br /&gt;
Shivan reprisals&lt;br /&gt;
&lt;br /&gt;
This campaign takes place shortly after the destruction of Capella, a testing fleet made for the new GTD ''Zeus''( a ''Hades''-class destroyer) will fight with the Shivans led by the ''Lucifer''-class destroyer, the SD ''Beelzebub''. The Terrans then replicate the ''Lucifer'''s shielding technology and apply it to the ''Hecate''-class and the GTD ''Zeus'', but a big surprise is awaiting the GTVA: Bosch has allied with the Shivans!&lt;br /&gt;
&lt;br /&gt;
==Highlights for the mod '9th Fleet'==&lt;br /&gt;
&lt;br /&gt;
===New Weapons===&lt;br /&gt;
&lt;br /&gt;
====Terran====&lt;br /&gt;
*GTW Subach MG-8 (MG-9, MG-10) &amp;lt;br&amp;gt;&lt;br /&gt;
**A Gatling gun with a high rate of fire (100 per second) but with limited ammunition.&lt;br /&gt;
*GTB Cyclope SSM &amp;lt;br&amp;gt;&lt;br /&gt;
**A [[subspace]] artillery bomb.&lt;br /&gt;
*GTM Cyclone&lt;br /&gt;
**Anti-cruiser rocket.&lt;br /&gt;
&lt;br /&gt;
====Vasudan====&lt;br /&gt;
*BMekhu &amp;lt;br&amp;gt;&lt;br /&gt;
**A beam cannon for fighters&lt;br /&gt;
&lt;br /&gt;
====Shivan====&lt;br /&gt;
*Bshivan &amp;lt;br&amp;gt;&lt;br /&gt;
**A Shivan beam cannon that can be mounted on a fighter. (Same as the BMekhu, but red)&lt;br /&gt;
*Shivan Mega Flak &amp;lt;br&amp;gt;&lt;br /&gt;
**All in the name.&lt;br /&gt;
*Shivan SSM &amp;lt;br&amp;gt;&lt;br /&gt;
**A Shivan anti-fighter subspace missile.&lt;br /&gt;
*Shivan Rockeye &amp;lt;br&amp;gt;&lt;br /&gt;
**A Shivan corkscrew Rockeye.&lt;br /&gt;
&lt;br /&gt;
===New Ships===&lt;br /&gt;
&lt;br /&gt;
====Terran====&lt;br /&gt;
*GTF Myrmidon G &amp;lt;br&amp;gt;&lt;br /&gt;
**A Table hack of GTF Myrmidon made for support that can only be armed with Gatling guns.&lt;br /&gt;
&lt;br /&gt;
====Shivan====&lt;br /&gt;
*SS Krishna &amp;lt;br&amp;gt;&lt;br /&gt;
**Shivan support ship. (I don't know the way to make it, but I'm currently researching on how to make one)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Textures===&lt;br /&gt;
*Glow map for SF Scorpion&lt;br /&gt;
*Glow map for SF Gorgon&lt;br /&gt;
*Glow map for PVI ''Karnak'' and Karnak reactor&lt;br /&gt;
*Shine map for PVI ''Karnak''&lt;br /&gt;
*Glow and shine map for Vasudan asteroid base&lt;br /&gt;
*Normal map for Myrmidon&lt;br /&gt;
*Normal map for GTD ''Hecate''&lt;br /&gt;
&lt;br /&gt;
[[Category:User-made Campaigns]]&lt;/div&gt;</summary>
		<author><name>Aquila7</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=GTB_Boanerges&amp;diff=30668</id>
		<title>GTB Boanerges</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=GTB_Boanerges&amp;diff=30668"/>
		<updated>2010-08-09T01:52:38Z</updated>

		<summary type="html">&lt;p&gt;Aquila7: Factual correction of bomb capacity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
The '''GTB ''Boanerges''''' is an [[GTVA|Allied]] [[Terrans|Terran-designed]] heavy bomber that was brought into active service during [[Slaying Ravana|the GTVA's first skirmish with the SD ''Ravana'']]. The ''Boanerges'' was designed to endure a longer term of usage than any other bomber in the Allied Terran fleet. Compared to its Great War counterpart, the [[GTB Medusa|GTB ''Medusa'']], the ''Boanerges'''s maximum afterburner velocity is significantly lower, it is less agile, it has slightly less armor, and it has no automated turret, but makes up for this with a slightly stronger shield system and by sporting the largest missile banks among all Terran bombers.&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
{{shipimage|image=[[Image:Gtbboanerges-old.jpg]]|caption=The GTB Boanerges}}&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The new GTB Boanerges has been assigned to elite bomber squadrons in the 3rd, 4th, and 5th Terran battle groups. The challenge of maintaining an aging fleet has motivated the GTVA to develop a new generation of ships able to withstand long-term abuse in the field. By maximizing shielding and payload (while offering enough maneuverability to make it a viable tactical unit), the Boanerges promises to remain in service for decades to come. One test pilot observed that the Boanerges handles better than any other bomber and has enough firepower to make it a formidable anti-capship weapon.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===Name Origin===&lt;br /&gt;
In the Christian religion, Boanerges is the Greek rendition of the names James and John, two brothers that are surnamed by Jesus Christ for their impetuosity, hence the literal meaning of the surname Jesus gave them, &amp;quot;Sons of Thunder&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Heavy Bomber|RNI Systems|Very Poor|55.0 - 65.0|85.0|Very Heavy|325|850|34}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]'''&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;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| '''FreeSpace 2'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW Prometheus R|Prometheus R]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTW Subach HL-7|Subach HL-7]], [[GTW Prometheus R|Prometheus R]], [[GTW UD-8 Kayser|UD-8 Kayser]], [[GTW Prometheus S|Prometheus S]], [[GTW Lamprey|Lamprey]], [[GTW Circe|Circe]], [[GTW Maxim|Maxim]]&lt;br /&gt;
|}&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]'''&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;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| '''Freespace 2'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 40&lt;br /&gt;
| [[GTM Hornet|Hornet]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 100&lt;br /&gt;
| [[GTM Cyclops|Cyclops]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3rd&lt;br /&gt;
| 100&lt;br /&gt;
| [[GTM Cyclops|Cyclops]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Secondaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTM MX-64|MX-64]], [[GTM EMP Adv.|EMP Adv.]], [[GTM Stiletto II|Stiletto II]], [[GTM Piranha|Piranha]], [[GTM Hornet|Hornet]], [[GTM Tornado|Tornado]], [[GTM Trebuchet|Trebuchet]], [[GTM Infyrno|Infyrno]], [[GTM Cyclops|Cyclops]], [[GTM Helios|Helios]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Modding Resources==&lt;br /&gt;
{{shipimage|image=[[Image:Gtbboanerges.jpg]]|caption=The GTB Boanerges in FS2_Open 3.6.10}}&lt;br /&gt;
'''Retail''':&lt;br /&gt;
:$POF File: ???&lt;br /&gt;
:Textures: ???&lt;br /&gt;
&lt;br /&gt;
'''MediaVP 3.6.10''':&lt;br /&gt;
:$POF File: ???&lt;br /&gt;
:Textures: ???&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
History&amp;lt;br&amp;gt;&lt;br /&gt;
Proposed by: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
First WIP Post: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
First In-Game Model: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
Completed In-Game Model: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
Final Corrections: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&lt;br /&gt;
''Most people seem to have been disappointed with the Boanerges. I'm one of them. Despite the tech description, the Boanerges really does not seem to handle better than an [[GTB Ursa|Ursa]]. It also lacks the Ursa's second primary bank, having only a single two-gun set of primaries. In most anti-capital missions you'll want a [[GTW Maxim|Maxim]] primary, and dogfighting with a Maxim is an exercise in futility most of the time. This leaves you to fall back on your secondaries for anti-fighter protection, an uncomfortable situation, as secondaries run out. (And if you're not going after caps, why are you in a heavy bomber anyways?) It also does not seem to have a significantly stronger set of shields or a much stronger hull than an Ursa. Its only saving grace is that it has larger secondary bays and so can put a greater amount of weight on target before it runs dry... but sometimes this really does not seem enough to justify its use.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Basically the same thing as an Ursa, but with one primary and a greater secondary payload in two banks. Slightly faster too.''&lt;br /&gt;
&lt;br /&gt;
But slower afterburner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''From the tech room description, the Boanerges is really not meant to be better than the Ursa, but rather to be at least as good, the main driver for its adoption being reducing the maintenance burden. IMO the Boanerges is the better pure bomber, assuming that all heavy bomber wings are escorted by fighters, as they should be (but sometimes aren't), if you want to dogfight as well as bomb then you should really be using a light bomber like the [[GTB Artemis|Artemis]] or a [[GTB Zeus|Zeus]], not a heavy bomber at all.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''A crucial line is crossed in the Boanerges. Previous heavy bombers were incapable of dogfighting. The Boanerges is incapable of defending itself.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''I've never, ever used the Boanerges in any mission that I seriously undertake in the main FreeSpace 2 campaign, partly because there's always the Ursa, and partly because of the way the Boanerges is designed. The primary guns of the Boanerges are almost as bad as the triple-gun mount on the Ursa and I can hardly ever hit anything with them because shots fired from them fly slightly upwards. The other issue I have with the Boanerges is that it has no turret. Unlike Vasudan bombers, which are agile enough to double up as fighters, most Terran bombers are far too slow to not warrant the inclusion of a turret. The Boanerges may have larger secondary banks than the Ursa, but what good is that if you're going to get shot down before you can launch your first salvo? The Boanerges is not a bomber; it's a deathtrap.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The Boanerges actually has '''less''' armour than the Ursa (325 vs 550), and its secondary capacity is equal, but redistributed (40-100-100 as opposed to 80-80-80). This means that overall, it still does less damage, due to the lack of the turret and triple gun rack. Also note that the larger the bank capacity, the longer it takes to fill, and each bank is filled at the simultaneously (i.e. the Ursa will spend less time as a sitting duck while rearming).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Although the Boanerges has the same secondary capacity as the Ursa, it carries two more Cyclops torpedoes (in an all-Cyclops loadout) than the Ursa because of the redistribution. The Ursa has a 5/5/5 (15 total) distribution while the Boanerges has a 3/7/7 (17 total) distribution. However, when carrying Cyclopes in only the last two banks (for example, to accommodate an anti-fighter missile in the first bank), the Boanerges is able to carry 4 more Cyclopes more than the Ursa (14 versus the Ursa's 10).''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The Boanerges is faster than the GTB Ursa by 10 meters per second, and it also has a smaller profile.  However, the Ursa has a higher afterburner velocity and hull integrity, while the other stats are nearly identical.  I only used the Boanerges the first time I played FreeSpace 2 in the mission to destroy the [[SD Ravana]], and I think I died and tried again with the Ursa.  The only other time you are allowed to use the Boanerges, you also have the GTB Artemis at your disposal, which, for the missions involved, is a better choice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The speed advantage of the Boanerges can come in handy in at least one case&amp;amp;mdash;the missions in which you must destroy the beams on a Sathanas.  The GTB Ursa is massive and easy to hit with the flak, and its slow speed makes it a pain to escape the flak.  The Boanerges is slightly faster, and you may be able to escape a bit earlier, especially if you can't sacrifice the shield power.  In any other case, particularly if there are enemy fighters, you'll want the GTB Ursa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The largest advantage the Boanerges has over the Ursa is its ability to get more bombs out in a shorter period of time. Due to the distribution of the Boanerges' missile capacity, it can fire 5 dual-linked Helios before running dry, whereas the Ursa only manages 3 dual-fires, with &amp;quot;leftovers&amp;quot; that need to be fired individually.''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Aquila7</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Tutorial_-_Beam_Weapons&amp;diff=30459</id>
		<title>Tutorial - Beam Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Tutorial_-_Beam_Weapons&amp;diff=30459"/>
		<updated>2010-07-24T16:12:17Z</updated>

		<summary type="html">&lt;p&gt;Aquila7: Grammatical correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{grammar}}&lt;br /&gt;
&lt;br /&gt;
This is a short tutorial about the making of beam weapons. Some knowledge on table editing is useful as well as having a basic understanding of [[Weapons.tbl]].&lt;br /&gt;
&lt;br /&gt;
'''Please post any comments or questions concerning the beam weapons tutorial in the [[Talk:Tutorial_-_Beam_Weapon|Discussion Page]]'''.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Making a Basic Beam Weapon==&lt;br /&gt;
&lt;br /&gt;
===Setting Basic Values===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;$Name:                          S-AAA-Weak&lt;br /&gt;
$Model File:                    none ; laser1-1.pof&lt;br /&gt;
@Laser Bitmap:                  laserglow01&lt;br /&gt;
@Laser Color:					250, 30, 30&lt;br /&gt;
@Laser Length:					0.0&lt;br /&gt;
@Laser Head Radius:				0.60&lt;br /&gt;
@Laser Tail Radius:				0.60&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Only '''$Name:''' is used. The others are not used with beam weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;$Mass:                            100.0&lt;br /&gt;
$Velocity:                        1000.0&lt;br /&gt;
$Fire Wait:                       5.0&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''$Mass:''' value is used with beams to define the force with which it pulls (negative value) or pushes (positive value) the target. Setting to zero prevents 'beam whacking'. &lt;br /&gt;
&lt;br /&gt;
'''$Velocity:''' value is used for determining targeting range and also, for certain beam types, its accuracy.&lt;br /&gt;
&lt;br /&gt;
'''$Fire Wait:''' value set the delay between individual beam firings in seconds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;$Damage:                          5&lt;br /&gt;
$Armor Factor:                    1.0&lt;br /&gt;
$Shield Factor:                   1.0&lt;br /&gt;
$Subsystem Factor:                1.0&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When creating beam weapons, it is very important to notice that the defined damage is continuous. To get damage caused per second, you must multiply this value by 5.5. Also to get full damage potential of the beam, you have to first multiply the damage with the 5.5 and then with the beam life value. Other values are used as with other weapons to determine damage multipliers against hulls, shields and subsystems.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;$Lifetime:                      60.0&lt;br /&gt;
$Energy Consumed:               0.30&lt;br /&gt;
$Cargo Size:                    0.0&lt;br /&gt;
$Homing:                        NO&lt;br /&gt;
$LaunchSnd:                     124&lt;br /&gt;
$ImpactSnd:                     88&lt;br /&gt;
+Weapon Range:					1500&lt;br /&gt;
$Flags:                         ( &amp;quot;Big Ship&amp;quot; &amp;quot;beam&amp;quot; )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''$Lifetime:''' argument is used with beams for the same purposes as the earlier '''$Velocity:''' argument.&lt;br /&gt;
&lt;br /&gt;
'''$Energy Consumed:''' affects only fighter beams and defines the rate at which they consume ship weapon bank energy.&lt;br /&gt;
&lt;br /&gt;
'''$Flags:''' is used to give certain parameters to the weapon. Beam weapons must have the &amp;quot;beam&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;$Icon:                          icongun05&lt;br /&gt;
$Anim:                          LoadGun07&lt;br /&gt;
$Impact Explosion:              ExpMissileHit1&lt;br /&gt;
$Impact Explosion Radius:       10.0&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''$Impact Explosion:''' and '''$Impact Explosion Radius:''' are used to define the explosion effect and its size on the target, should the beam hit something.&lt;br /&gt;
&lt;br /&gt;
===Setting Beaminfo Values===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;+Type:						3&lt;br /&gt;
+Life:			  			3&lt;br /&gt;
+Warmup:		  			500&lt;br /&gt;
+Warmdown:					1000&lt;br /&gt;
+Radius:		  			10.0&lt;br /&gt;
+PCount:					15&lt;br /&gt;
+PRadius:					1.2&lt;br /&gt;
+PAngle:					65.0&lt;br /&gt;
+PAni:						particleexp01&lt;br /&gt;
+Miss Factor:				        6.0 5.0 4.0 3.0 1.5&lt;br /&gt;
+BeamSound:					121&lt;br /&gt;
+WarmupSound:				        122&lt;br /&gt;
+WarmdownSound:				        123&lt;br /&gt;
+Muzzleglow:				        thrusterglow01&lt;br /&gt;
+Shots:						3&lt;br /&gt;
+ShrinkFactor:				        0.0&lt;br /&gt;
+ShrinkPct:					0.0&lt;br /&gt;
$Section:&lt;br /&gt;
	+Width:					      1.0&lt;br /&gt;
	+Texture:				      beam-red&lt;br /&gt;
	+RGBA Inner:			              255 255 255 255&lt;br /&gt;
	+RGBA Outer:			              150 150 150 10&lt;br /&gt;
	+Flicker:				      0.1&lt;br /&gt;
	+Zadd:					      2.0&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See [[Weapons.tbl#$BeamInfo:|$BeamInfo:]] in [[Weapons.tbl]]&lt;br /&gt;
&lt;br /&gt;
==Adding Beam Sections==&lt;br /&gt;
&lt;br /&gt;
The process of adding new beam sections is rather straightforward when it is done directly with [[Weapons.tbl]]. However, there may be problems with using '''*-wep.tbm'''s to add or change existing beam sections if the additional [[Weapons.tbl#$BeamInfo:|+Index:]] table option is not used properly. If no index number is given to a beam section in the '''*-wep.tbm''', the game assumes it to be an additional beam texture even if it wouldn't be completely defined. However, if you define index for the beam section you can edit an existing beam section in addition to creating new ones.&lt;br /&gt;
&lt;br /&gt;
==Different Beam Types==&lt;br /&gt;
&lt;br /&gt;
Beam types in [[FreeSpace Open]] are clearly different from each other. Understanding their differences and unique features is useful for all tablers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Type 0 Beams===&lt;br /&gt;
&lt;br /&gt;
Type 0 beams are basic, straight-firing beam weapons without any additional features. They use [[Weapons.tbl#$BeamInfo:|+Miss Factor:]] values for determining weapon accuracy. Generally speaking, if they hit their target, they will cause full damage. Type 0 beams do not function as fighter beams.&lt;br /&gt;
&lt;br /&gt;
[[SGreen]], [[BGreen]] and [[BFRed]] are Type 0 beams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Type 1 Beams===&lt;br /&gt;
&lt;br /&gt;
Type 1 beams are slashing beams. These beams use the target's size (or more precisely, models octants) in determining the length of the slashing movement. They might also use '''+Miss Factor:''' values for determining weapon accuracy. Only on very rare occasions do slash beams inflict full damage, as they go wide off the target in both the starting and ending points of the slashing movement. However, slashing beams tend to damage target's subsystems quite efficiently, unlike Type 0 beams. Type 1 beams do not function as fighter beams.&lt;br /&gt;
&lt;br /&gt;
[[TerSlash]] and [[VSlash]] are 'slashing beams'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Type 2 Beams===&lt;br /&gt;
Type 2 beams are direct-fire beams. When mounted on turrets, they operate as Type 0 beams. However, they can be used as fighter beams. When used as fighter beams, they disregard the '''+Miss Factor:''' value.&lt;br /&gt;
&lt;br /&gt;
The only example is the [[Targeting Laser]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Type 3 Beams===&lt;br /&gt;
Type 3 beams are also known as anti-fighter beams and unlike other beam types, they have different behaviours depending on the type of its target. Against small targets, or more precisely against targets defined with certain [[Objecttypes.tbl#$Beams_Easily_Hit:|Objecttypes.tbl]] options, they fire a number of short beam pulses (defined with [[Weapons.tbl#$BeamInfo:|+Shots:]] that have their total combined lifetime equal to the defined lifetime of the beam. Against larger targets, they behave exactly like Type 0 beams. In both cases the beam uses '''+Miss Factor:''' values for its accuracy. Type 3 beams do not function as fighter beams.&lt;br /&gt;
&lt;br /&gt;
[[AAAf]] and [[SAAA]] are such beams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Type 4 Beams===&lt;br /&gt;
&lt;br /&gt;
Type 4 beams are direct-fire beams that fire only along the firing turret's normal. If mounted on a single-part turret, they will only fire where that turret's normal is pointing in similar manner as the unguided [[Weapons.tbl#$Swarm:|swarm]] weapons - that is, they won't hit anything unless using extremely strict mission design - but with multi-part turrets, they function quite nicely. They do not use '''+Miss Factor:''' values for determining weapon accuracy and this can make these beams exceedingly deadly. However, unlike other beam weapons, these will become inaccurate if the firing ship's weapons subsystem is damaged.&lt;br /&gt;
&lt;br /&gt;
The only example is the [[MjolnirBeam]]'s fixed version.&lt;br /&gt;
&lt;br /&gt;
==Adjusting Beam Ranges and Accuracy==&lt;br /&gt;
Beam weapons use several different table options for setting their effective ranges.&lt;br /&gt;
&lt;br /&gt;
===Beam Targeting Ranges===&lt;br /&gt;
&lt;br /&gt;
Generally speaking, beams target anything not protected by other weapon settings such as 'huge' within the set [[Weapons.tbl#.2BWeapon_Range:|weapon range]]. However, this range can be defined by using [[Weapons.tbl#.2BWeapon Range:|+Weapon Range:]] and [[Weapons.tbl#.2BWeapon Min Range:|+Weapon Min Range:]] for setting the maximum and minimum targeting ranges, respectively. It should be also noted that beams do use the range calculated for other weapons as well (''lifetime x velocity'') despite the fact they actually do not need these values for anything else. If the ''lifetime x velocity'' is smaller than the set ''weapon range'' then beam uses the ''lifetime x velocity'' for determining its maximum range. The AI uses this range for determining when to fire the beam weapon.&lt;br /&gt;
&lt;br /&gt;
===Actual Beam Range===&lt;br /&gt;
&lt;br /&gt;
Beam range is 30 000 m under standard circumstances. This can, however, be adjusted using the '''+Range:''' option under [[Weapons.tbl#$BeamInfo:|$BeamInfo:]] in weapons.tbl. This effectively stops or rather dissipates (not a sharp ending) the beam at that range. It is worth noting that if the '''''actual beam range''''' is shorter than the set '''''beam targeting range''''', the AI will start firing the beam against targets beyond its range.&lt;br /&gt;
&lt;br /&gt;
===Beam Accuracy===&lt;br /&gt;
&lt;br /&gt;
Normally, beam accuracy is determined by '''+Miss Factor:''' values that uses set accuracy values for each difficulty level. Higher values increase the chance of beams missing their targets. However, direct-fire beams (Type 2 or Type 4 beams as fighter beams and Type 4 beams in multi-part turrets) use  the weapon velocity, target velocity, and range for calculating lead for the target. As beams are instantaneous, this causes the beams to miss their targets or rather AI to fire its beam to a point exactly in front of the target.&lt;br /&gt;
&lt;br /&gt;
==Adjusting Beam Textures==&lt;br /&gt;
&lt;br /&gt;
Beam textures are - by default - used in game by stretching the single bitmap over the whole length of the beam. It is worthwhile to notice that if beam hits anything, its drawing length is limited to the distance from the firing point to the impact point. This may cause very erratic beam texture behaviour if the used bitmap was not uniform. Animations (both .ani and .eff) can be used instead normal bitmaps for beams textures.&lt;br /&gt;
&lt;br /&gt;
===Adjusting Tile Length===&lt;br /&gt;
&lt;br /&gt;
Instead of letting the game stretch the bitmap over the whole length of the beam the tiling of the beam texture can be adjusted with two different methods. To use these methods for adjusting beam texture tiling, we have to use '''+Tile Factor:''' under the beam section. Tile factor requires two arguments of which the second one (either 0 or 1) will determine the actual texture tiling method. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tiling Method '0''''&lt;br /&gt;
&lt;br /&gt;
Method #0 sets the beam texture to be tiled in similar way as the default method but with one difference. You can define how many times the texture tile is used in beam - default option is the same as '''+Tile Factor: 1, 0'''. However, stretching is again possible.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tiling Method '1''''&lt;br /&gt;
&lt;br /&gt;
Using Method #1 for setting the beam texture tiling allows us to use the first value to define the length of the beam tiles used in the beam texture. So, when using this method, the number of tiles shown on screen does depends on the length of the beam and stretching shouldn't be visible at all.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===Setting Beam Translation Values===&lt;br /&gt;
&lt;br /&gt;
Translation values allow us to move the beam tiles without actually using animations with them. The translation is set with the '''+Translation:''' option under the beam section that is to be modified. Positive values cause the textures to move from the impact point towards the firing point and negative values force the textures to move from the firing point towards the impact point.&lt;br /&gt;
&lt;br /&gt;
==Beam Damage Attenuation==&lt;br /&gt;
&lt;br /&gt;
Damage from the beam weapons can be set to attenuate using the '''+Attenuation:''' option under the '''$BeamInfo:'''. It determines the point from where the damage attenuation begins. It accepts values from 0 to 1. With 1 the attenuation has no effect at all as the then the attenuation 'starts' at the maximum range of the beam. When using 0, however, the damage attenuation starts from the firing point so that the beam doesn't do any damage in its set maximum range (defined with '''+Range:''', '''''not''''' with ''+Weapon Range:'').&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials|Beam Weapons]]&lt;/div&gt;</summary>
		<author><name>Aquila7</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=GTB_Boanerges&amp;diff=30442</id>
		<title>GTB Boanerges</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=GTB_Boanerges&amp;diff=30442"/>
		<updated>2010-07-22T16:50:18Z</updated>

		<summary type="html">&lt;p&gt;Aquila7: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
The '''GTB ''Boanerges''''' is an [[GTVA|Allied]] [[Terrans|Terran-designed]] heavy bomber that was brought into active service during [[Slaying Ravana|the GTVA's first skirmish with the SD ''Ravana'']]. The ''Boanerges'' was designed to endure a longer term of usage than any other bomber in the Allied Terran fleet. Compared to its Great War counterpart, the [[GTB Medusa|GTB ''Medusa'']], the ''Boanerges'''s maximum afterburner velocity is significantly lower, it is less agile, it has slightly less armor, and it has no automated turret, but makes up for this with a slightly stronger shield system and by sporting the largest missile banks among all Terran bombers.&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
{{shipimage|image=[[Image:Gtbboanerges-old.jpg]]|caption=The GTB Boanerges}}&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The new GTB Boanerges has been assigned to elite bomber squadrons in the 3rd, 4th, and 5th Terran battle groups. The challenge of maintaining an aging fleet has motivated the GTVA to develop a new generation of ships able to withstand long-term abuse in the field. By maximizing shielding and payload (while offering enough maneuverability to make it a viable tactical unit), the Boanerges promises to remain in service for decades to come. One test pilot observed that the Boanerges handles better than any other bomber and has enough firepower to make it a formidable anti-capship weapon.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===Name Origin===&lt;br /&gt;
:'''Meaning:''' ''Sons of Thunder''&lt;br /&gt;
:'''Language:''' ''Ancient Greek''&lt;br /&gt;
:'''Alternate spellings:''' ''Unknown''&lt;br /&gt;
&lt;br /&gt;
In the Christian religion, Boanerges is the Greek rendition of the names James and John, two borthers that are surnamed by Jesus Christ for their impetuosity, hence the literal meaning of the surname Jesus gave them.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Heavy Bomber|RNI Systems|Very Poor|55.0 - 65.0|85.0|Very Heavy|325|850|34}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]'''&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;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| '''FreeSpace 2'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW Prometheus R|Prometheus R]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTW Subach HL-7|Subach HL-7]], [[GTW Prometheus R|Prometheus R]], [[GTW UD-8 Kayser|UD-8 Kayser]], [[GTW Prometheus S|Prometheus S]], [[GTW Lamprey|Lamprey]], [[GTW Circe|Circe]], [[GTW Maxim|Maxim]]&lt;br /&gt;
|}&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]'''&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;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| '''Freespace 2'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 40&lt;br /&gt;
| [[GTM Hornet|Hornet]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 100&lt;br /&gt;
| [[GTM Cyclops|Cyclops]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3rd&lt;br /&gt;
| 100&lt;br /&gt;
| [[GTM Cyclops|Cyclops]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Secondaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTM MX-64|MX-64]], [[GTM EMP Adv.|EMP Adv.]], [[GTM Stiletto II|Stiletto II]], [[GTM Piranha|Piranha]], [[GTM Hornet|Hornet]], [[GTM Tornado|Tornado]], [[GTM Trebuchet|Trebuchet]], [[GTM Infyrno|Infyrno]], [[GTM Cyclops|Cyclops]], [[GTM Helios|Helios]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Modding Resources==&lt;br /&gt;
{{shipimage|image=[[Image:Gtbboanerges.jpg]]|caption=The GTB Boanerges in FS2_Open 3.6.10}}&lt;br /&gt;
'''Retail''':&lt;br /&gt;
:$POF File: ???&lt;br /&gt;
:Textures: ???&lt;br /&gt;
&lt;br /&gt;
'''MediaVP 3.6.10''':&lt;br /&gt;
:$POF File: ???&lt;br /&gt;
:Textures: ???&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
History&amp;lt;br&amp;gt;&lt;br /&gt;
Proposed by: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
First WIP Post: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
First In-Game Model: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
Completed In-Game Model: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
Final Corrections: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&lt;br /&gt;
''Most people seem to have been disappointed with the Boanerges. I'm one of them. Despite the tech description, the Boanerges really does not seem to handle better than an [[GTB Ursa|Ursa]]. It also lacks the Ursa's second primary bank, having only a single two-gun set of primaries. In most anti-capital missions you'll want a [[GTW Maxim|Maxim]] primary, and dogfighting with a Maxim is an exercise in futility most of the time. This leaves you to fall back on your secondaries for anti-fighter protection, an uncomfortable situation, as secondaries run out. (And if you're not going after caps, why are you in a heavy bomber anyways?) It also does not seem to have a significantly stronger set of shields or a much stronger hull than an Ursa. Its only saving grace is that it has larger secondary bays and so can put a greater amount of weight on target before it runs dry... but sometimes this really does not seem enough to justify its use.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Basically the same thing as an Ursa, but with one primary and a greater secondary payload in two banks. Slightly faster too.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''From the tech room description, the Boanerges is really not meant to be better than the Ursa, but rather to be at least as good, the main driver for its adoption being reducing the maintenance burden. IMO the Boanerges is the better pure bomber, assuming that all heavy bomber wings are escorted by fighters, as they should be (but sometimes aren't), if you want to dogfight as well as bomb then you should really be using a light bomber like the [[GTB Artemis|Artemis]] or a [[GTB Zeus|Zeus]], not a heavy bomber at all.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''A crucial line is crossed in the Boanerges. Previous heavy bombers were incapable of dogfighting. The Boanerges is incapable of defending itself.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''I've never, ever used the Boanerges in any mission that I seriously undertake in the main FreeSpace 2 campaign, partly because there's always the Ursa, and partly because of the way the Boanerges is designed. The primary guns of the Boanerges are almost as bad as the triple-gun mount on the Ursa and I can hardly ever hit anything with them because shots fired from them fly slightly upwards. The other issue I have with the Boanerges is that it has no turret. Unlike Vasudan bombers, which are agile enough to double up as fighters, most Terran bombers are far too slow to not warrant the inclusion of a turret. The Boanerges may have larger secondary banks than the Ursa, but what good is that if you're going to get shot down before you can launch your first salvo? The Boanerges is not a bomber; it's a deathtrap.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The Boanerges actually has '''less''' armour than the Ursa (325 vs 550), and its secondary capacity is equal, but redistributed (40-100-100 as opposed to 80-80-80). This means that overall, it still does less damage, due to the lack of the turret and triple gun rack. Also note that the larger the bank capacity, the longer it takes to fill, and each bank is filled at the simultaneously (i.e. the Ursa will spend less time as a sitting duck while rearming).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Boanerges has the same secondary capacity as the Ursa, but it actually carries two more Cyclops torpedoes than the Ursa because of the redistribution.  It is also much easier to escape from flak in a Boanerges than in an Ursa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The Boanerges is faster than the GTB Ursa by 10 meters per second, and it also has a smaller profile.  However, the Ursa has a higher afterburner velocity and hull integrity, while the other stats are nearly identical.  I only used the Boanerges the first time I played FreeSpace 2 in the mission to destroy the [[SD Ravana]], and I think I died and tried again with the Ursa.  The only other time you are allowed to use the Boanerges, you also have the GTB Artemis at your disposal, which, for the missions involved, is a better choice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The speed advantage of the Boanerges can come in handy in at least one case&amp;amp;mdash;the missions in which you must destroy the beams on a Sathanas.  The GTB Ursa is massive and easy to hit with the flak, and its slow speed makes it a pain to escape the flak.  The Boanerges is slightly faster, and you may be able to escape a bit earlier, especially if you can't sacrifice the shield power.  In any other case, particularly if there are enemy fighters, you'll want the GTB Ursa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The largest advantage the Boanerges has over the Ursa is its ability to get more bombs out in a shorter period of time. Due to the distribution of the Boanerges' missile capacity, it can fire 5 dual-linked Helios before running dry, whereas the Ursa only manages 3 dual-fires, with &amp;quot;leftovers&amp;quot; that need to be fired individually.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Aquila7</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=FreeSpace_2_Shivan_Ship_Database&amp;diff=30375</id>
		<title>FreeSpace 2 Shivan Ship Database</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=FreeSpace_2_Shivan_Ship_Database&amp;diff=30375"/>
		<updated>2010-07-16T15:22:34Z</updated>

		<summary type="html">&lt;p&gt;Aquila7: /* SD Ravana */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[FreeSpace_2_Ship_Database|FreeSpace 2 Ship Database]]&lt;br /&gt;
&lt;br /&gt;
====SFr ''Baraqel''====&lt;br /&gt;
*[[SFr Dis]] class freighter&lt;br /&gt;
*Emerged from [[Knossos]] portal in [[A Lion at the Door]] (sm1-04) and attempted to drop off a cargo container&lt;br /&gt;
**Cargo: Sentry Guns&lt;br /&gt;
*Initially docked with an [[Containers#SAC 3|SAC 3]] cargo unit, which contained Missiles&lt;br /&gt;
*Destroyed by [[107th Ravens]] squadron&lt;br /&gt;
&lt;br /&gt;
====SFr ''Maul''====&lt;br /&gt;
*[[SFr Mephisto]] class transport&lt;br /&gt;
*Attempted to drop off a cargo container near [[Knossos]] portal in [[A Lion at the Door]] (sm1-04)&lt;br /&gt;
**Cargo: Sentry Guns&lt;br /&gt;
*Initially docked with an [[Containers#SC 5|SC 5]] cargo unit, which contained Propulsion Units&lt;br /&gt;
*Destroyed by [[107th Ravens]] squadron&lt;br /&gt;
&lt;br /&gt;
====SFr ''Neqael''====&lt;br /&gt;
*[[SFr Asmodeus]] class freighter&lt;br /&gt;
*Emerged from [[Knossos]] portal in [[A Lion at the Door]] (sm1-04) and attempted to drop off a cargo container&lt;br /&gt;
**Cargo: Sentry Guns&lt;br /&gt;
*Initially docked with an [[Containers#SAC 2|SAC 2]] cargo unit, which contained Sensor Arrays&lt;br /&gt;
*Destroyed by [[107th Ravens]] squadron&lt;br /&gt;
&lt;br /&gt;
====ST ''Semyaza''====&lt;br /&gt;
*[[ST Azrael]] class transport&lt;br /&gt;
*Waited near [[Knossos]] in [[A Lion at the Door]] (sm1-04)&lt;br /&gt;
**Cargo: Shivan Personnel&lt;br /&gt;
*Destroyed by [[107th Ravens]] squadron&lt;br /&gt;
&lt;br /&gt;
====SC ''Urobach''====&lt;br /&gt;
*Does not appear in any missions&lt;br /&gt;
*Attacked and disabled [[FreeSpace_2_Terran_Ship_Database#GTD Aquitaine|GTD ''Aquitaine'']] just before [[Argonautica]] (sm3-05)&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Terran_Ship_Database#GTD Aquitaine|GTD ''Aquitaine'']]&lt;br /&gt;
&lt;br /&gt;
====SC ''Armaros''====&lt;br /&gt;
* [[SC Rakshasa]] class cruiser&lt;br /&gt;
* Attacked GTVI convoy in [[Crisis in Capella]]&lt;br /&gt;
* Destroyed by GTC ''Adamant''&lt;br /&gt;
&lt;br /&gt;
====SC ''Asuras''====&lt;br /&gt;
*[[SC Cain]] class cruiser&lt;br /&gt;
*Discovered in [[Nebula System|nebula]] right before [[The Great Hunt (FS2)|The Great Hunt]] (sm1-06)&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Terran_Ship_Database#GTCv Actium|GTCv ''Actium'']] and [[FreeSpace_2_Terran_Ship_Database#GTCv Lysander|GTCv ''Lysander'']] in [[The Great Hunt (FS2)|The Great Hunt]] (sm1-06)&lt;br /&gt;
&lt;br /&gt;
====SC ''Azmedaj''====&lt;br /&gt;
*[[SC Cain]] class cruiser&lt;br /&gt;
*Destroyed by [[203rd Scorpions]] squadron in [[Return to Babel]] (sm3-03)&lt;br /&gt;
&lt;br /&gt;
====SC ''Baal''====&lt;br /&gt;
*[[SC Cain]] class cruiser&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Vasudan_Ship_Database#GVCv Khepri|GVCv ''Khepri'']], [[FreeSpace_2_Vasudan_Ship_Database#GVC Heket|GVC ''Heket'']], [[FreeSpace_2_Terran_Ship_Database#GTC Stalwart|GTC ''Stalwart'']] and [[70th Blue Lions]] squadron in [[Their Finest Hour]] (sm3-08)&lt;br /&gt;
&lt;br /&gt;
====SC ''Bane''====&lt;br /&gt;
*[[SC Cain]] class cruiser&lt;br /&gt;
*Attacked [[GTVA]] forces retreating to [[Vega]] in sm3-10&lt;br /&gt;
* Destroyed by ''[[FreeSpace_2_Terran_Ship_Database#GTCv Lemnos|GTCv Lemnos]]'', ''[[FreeSpace_2_Terran_Ship_Database#GTC Sparta|GTC Sparta]]'', ''[[FreeSpace_2_Terran_Ship_Database#GTC Malta|GTC Malta]]'', ''[[FreeSpace_2_Terran_Ship_Database#GTC Ertanax|GTC Ertanax]]'', ''[[FreeSpace_2_Terran_Ship_Database#GTC Templar|GTC Templar]]'', ''[[FreeSpace_2_Vasudan_Ship_Database#GVC Ptah-Nu|GVC Ptah-Nu]]'' and [[70th Blue Lions]] squadron&lt;br /&gt;
&lt;br /&gt;
====SC ''Behemoth''====&lt;br /&gt;
*[[SC Rakshasa]] class cruiser&lt;br /&gt;
*Emerged from [[Knossos]] portal in [[Gamma Draconis]] right before [[A Lion at the Door]] (sm1-04)&lt;br /&gt;
*Destroyed by [[107th Ravens]] squadron in [[A Lion at the Door]] (sm1-04)&lt;br /&gt;
&lt;br /&gt;
====SC ''Belphegor''====&lt;br /&gt;
*[[SC Rakshasa]] class cruiser&lt;br /&gt;
*Attempted to hold a [[Shivan]] position in [[Gamma Draconis]] during M-05&lt;br /&gt;
*Destroyed by 77th Deadly Sevens squadron&lt;br /&gt;
&lt;br /&gt;
====SC ''Dahaka''====&lt;br /&gt;
*[[SC Cain]] class cruiser&lt;br /&gt;
*Detected near second [[Knossos]] portal in [[Nebula System|nebula]] by [[203rd Scorpions]] squadron in [[Straight, No Chaser]] (sm3-04)&lt;br /&gt;
*Destroyed by [[203rd Scorpions]] squadron&lt;br /&gt;
&lt;br /&gt;
====SC ''Demogorgon''====&lt;br /&gt;
*[[SC Cain]] class cruiser&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Vasudan_Ship_Database#GVCv Khepri|GVCv ''Khepri'']],[[FreeSpace_2_Vasudan_Ship_Database#GVC Heket|GVC  ''Heket'']], [[FreeSpace_2_Terran_Ship_Database#GTC Stalwart|GTC ''Stalwart'']] and [[70th Blue Lions]] squadron in [[Their Finest Hour]] (sm3-08)&lt;br /&gt;
&lt;br /&gt;
====SC ''Gibborim''====&lt;br /&gt;
*[[SC Cain]] class cruiser&lt;br /&gt;
*Arrived through [[Epsilon Pegasi]] to intercept a civilian convoy in [[Exodus (FS2)|Exodus]] (sm3-06)&lt;br /&gt;
*Destroyed by [[70th Blue Lions]] squadron&lt;br /&gt;
&lt;br /&gt;
====SC ''Goliath''====&lt;br /&gt;
*[[SC Cain]] class cruiser&lt;br /&gt;
*Emerged from [[Knossos]] protal in [[Gamma Draconis]] in [[A Lion at the Door]] (sm1-04)&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Terran_Ship_Database#GTD Carthage|GTD ''Carthage'']]&lt;br /&gt;
&lt;br /&gt;
====SC ''Iblis''====&lt;br /&gt;
*[[SC Rakshasa]] class cruiser&lt;br /&gt;
*Discovered in [[Nebula System|nebula]] right before [[The Great Hunt (FS2)|The Great Hunt]] (sm1-06)&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Terran_Ship_Database#GTCv Actium|GTCv ''Actium'']] and [[FreeSpace_2_Terran_Ship_Database#GTCv Lysander|GTCv ''Lysander'']] in [[The Great Hunt (FS2)|The Great Hunt]] (sm1-06)&lt;br /&gt;
&lt;br /&gt;
====SC ''Karnatoth''====&lt;br /&gt;
*[[SC Cain]] class cruiser - simulated&lt;br /&gt;
*Destroyed by a wing of GTVA fighters in the G-Shi simulation&lt;br /&gt;
&lt;br /&gt;
====SC ''Malor''====&lt;br /&gt;
*[[SC Cain]] class cruiser&lt;br /&gt;
*Attempted to attack [[FreeSpace_2_Terran_Ship_Database#GTA Lucidity|GTA ''Lucidity'']], [[FreeSpace_2_Terran_Ship_Database#GTFr Erinpura|GTFr ''Erinpura'']] and [[FreeSpace_2_Terran_Ship_Database#GTFr Vauban|GTFr ''Vauban'']] in [[Battle of the Wilderness]] (sm2-01)&lt;br /&gt;
*Destroyed by [[134th Barracudas]] squadron&lt;br /&gt;
&lt;br /&gt;
====SC ''Melchom''====&lt;br /&gt;
*[[SC Cain]] class cruiser&lt;br /&gt;
*Attacked [[GTVA]] forces retreating to [[Vega]] in [[Apocalypse]] (sm3-10)&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Terran_Ship_Database#GTCv Lemnos|GTCv ''Lemnos'']], [[FreeSpace_2_Terran_Ship_Database#GTC Sparta|GTC ''Sparta'']], [[FreeSpace_2_Terran_Ship_Database#GTC Malta|GTC ''Malta'']], [[FreeSpace_2_Terran_Ship_Database#GTC Ertanax|GTC ''Ertanax'']], [[FreeSpace_2_Terran_Ship_Database#GTC Templar|GTC ''Templar'']], [[FreeSpace_2_Vasudan_Ship_Database#GVC Ptah-Nu|GVC ''Ptah-Nu'']] and [[70th Blue Lions]] squadron&lt;br /&gt;
&lt;br /&gt;
====SC ''Orcus''====&lt;br /&gt;
*[[SC Rakshasa]] class cruiser&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Vasudan_Ship_Database#GVCv Khepri|GVCv ''Khepri'']], [[FreeSpace_2_Vasudan_Ship_Database#GVC Heket|GVC ''Heket'']] and [[FreeSpace_2_Terran_Ship_Database#GTC Stalwart|GTC ''Stalwart'']] and [[70th Blue Lions]] squadron in [[Their Finest Hour]] (sm3-08)&lt;br /&gt;
&lt;br /&gt;
====SC ''Rakshasa''====&lt;br /&gt;
*'''NOTE: inconsistency: invalid name'''&lt;br /&gt;
*[[SC Rakshasa]] class cruiser&lt;br /&gt;
*Attacked [[FreeSpace_2_Terran_Ship_Database#GTCv Bretagne|GTCv ''Bretagne'']] as it was trying to escape from the [[Nebula System|nebula]] in m-06&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Terran_Ship_Database#GTCv Bretagne|GTCv ''Bretagne'']] and two fighter wings&lt;br /&gt;
&lt;br /&gt;
====SC ''Rakshasa 17''====&lt;br /&gt;
*'''NOTE: inconsistency: invalid name'''&lt;br /&gt;
*[[SC Rakshasa]] class cruiser&lt;br /&gt;
*Destroyed by [[99th Skulls]] squadron in [[Into the Lion's Den]] (loop2-2)&lt;br /&gt;
&lt;br /&gt;
====SC ''Rakshasa 19''====&lt;br /&gt;
*'''NOTE: inconsistency: invalid name'''&lt;br /&gt;
*[[SC Rakshasa]] class cruiser&lt;br /&gt;
*Destroyed by [[99th Skulls]] squadron in [[Into the Lion's Den]] (loop2-2)&lt;br /&gt;
&lt;br /&gt;
====SC ''Rakshasa 45''====&lt;br /&gt;
*'''NOTE: inconsistency: invalid name'''&lt;br /&gt;
*[[SC Rakshasa]] class cruiser&lt;br /&gt;
*Arrived from [[Nebula System|nebula]] system in [[Into the Lion's Den]] (loop2-2)&lt;br /&gt;
*Destroyed by [[99th Skulls]] squadron&lt;br /&gt;
&lt;br /&gt;
====SC ''Ramakara''====&lt;br /&gt;
*[[SC Rakshasa]] class cruiser (simulated)&lt;br /&gt;
*Destroyed by a wing of [[GTVA]] fighters in the G-Shi simulation&lt;br /&gt;
&lt;br /&gt;
====SC ''Rephaim''====&lt;br /&gt;
*[[SC Rakshasa]] class cruiser&lt;br /&gt;
*Sighted in the [[Nebula System|nebula]] just before [[Speaking in Tongues]] (sm2-09)&lt;br /&gt;
*Exchanged unidentified (at the time) transmissions with the [[FreeSpace_2_Rebel_Ship_Database#NTF Iceni|NTF ''Iceni'']] using [[ETAK]] technology&lt;br /&gt;
*Destroyed by [[203rd Scorpions]] squadron&lt;br /&gt;
&lt;br /&gt;
====SC ''Sammael''====&lt;br /&gt;
*[[SC Rakshasa]] class cruiser&lt;br /&gt;
*Destroyed by [[203rd Scorpions]] squadron in [[Return to Babel]] (sm3-03)&lt;br /&gt;
&lt;br /&gt;
====SC ''Sathariel''====&lt;br /&gt;
*[[SC Rakshasa]] class cruiser&lt;br /&gt;
*Sent in along with the [[FreeSpace_2_Shivan_Ship_Database#SD Barqu|SD ''Barqu'']] to reinforce [[Shivan]] positions in [[Gamma Draconis]] after the [[FreeSpace_2_Shivan_Ship_Database#SCv Nosferatu|SCv ''Nosferatu'']] was destroyed in M-01b&lt;br /&gt;
*Destroyed by two wings of [[GTVA]] fighters in M-01b&lt;br /&gt;
&lt;br /&gt;
====SC ''Sephiroth''====&lt;br /&gt;
*[[SC Rakshasa]] class cruiser&lt;br /&gt;
*Detected near second [[Knossos]] portal in [[Nebula System|nebula]] by [[203rd Scorpions]] squadron in [[Straight, No Chaser]] (sm3-04)&lt;br /&gt;
*Destroyed by [[203rd Scorpions]] squadron&lt;br /&gt;
&lt;br /&gt;
====SC ''Thanatos''====&lt;br /&gt;
*[[SC Rakshasa]] class cruiser&lt;br /&gt;
*Attacked [[GTVA]] forces retreating to [[Vega]] in [[Apocalypse]] (sm3-10)&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Terran_Ship_Database#GTCv Lemnos|GTCv ''Lemnos'']], [[FreeSpace_2_Terran_Ship_Database#GTC Sparta|GTC ''Sparta'']], [[FreeSpace_2_Terran_Ship_Database#GTC Malta|GTC ''Malta'']], [[FreeSpace_2_Terran_Ship_Database#GTC Ertanax|GTC ''Ertanax'']], [[FreeSpace_2_Terran_Ship_Database#GTC Templar|GTC ''Templar'']], [[FreeSpace_2_Vasudan_Ship_Database#GVC Ptah-Nu|GVC ''Ptah-Nu'']] and [[70th Blue Lions]] squadron&lt;br /&gt;
&lt;br /&gt;
====SC ''Hela''====&lt;br /&gt;
*[[SC Lilith]] class cruiser&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Vasudan_Ship_Database#GVCv Khepri|GVCv ''Khepri'']], [[FreeSpace_2_Vasudan_Ship_Database#GVC Heket|GVC ''Heket'']] and [[FreeSpace_2_Terran_Ship_Database#GTC Stalwart|GTC ''Stalwart'']] and [[70th Blue Lions]] squadron in [[Their Finest Hour]] (sm3-08)&lt;br /&gt;
&lt;br /&gt;
====SCv ''Abaddon''====&lt;br /&gt;
*[[SCv Moloch]] class corvette&lt;br /&gt;
*Attacked [[FreeSpace_2_Terran_Ship_Database#GTD Aquitaine|GTD ''Aquitaine'']] in [[Argonautica]] (sm3-05) as it was retreating to [[Gamma Draconis]] through the [[Nebula System|nebula]]&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Terran_Ship_Database#GTD Aquitaine|GTD ''Aquitaine'']] and [[203rd Scorpions]] squadron&lt;br /&gt;
&lt;br /&gt;
====SCv ''Abraxis''====&lt;br /&gt;
*[[SCv Moloch]] class corvette&lt;br /&gt;
*Attacked [[FreeSpace_2_Vasudan_Ship_Database#GVCv Nebtuu|GVCv ''Nebtuu'']] in [[Exodus (FS2)|Exodus]] (sm3-06)&lt;br /&gt;
*Destroyed [[FreeSpace_2_Vasudan_Ship_Database#GVCv Nebtuu|GVCv ''Nebtuu'']] with help from Shivan small craft&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Vasudan_Ship_Database#GVCv Nebtuu|GVCv ''Nebtuu'']] and/or [[70th Blue Lions]] squadron&lt;br /&gt;
&lt;br /&gt;
====SCv ''Balam'' ====&lt;br /&gt;
* [[SCv Moloch]] class corvette&lt;br /&gt;
* Attacked GTVI convoy in [[Crisis in Capella]]&lt;br /&gt;
* Attacked by GTC ''Adamant''&lt;br /&gt;
* Destroyed GTC ''Adamant''&lt;br /&gt;
* Destroyed by [[GVD Psamtik|GVD ''Psamtik'']]&lt;br /&gt;
&lt;br /&gt;
====SCv ''Chamos''====&lt;br /&gt;
*[[SCv Moloch]] class corvette&lt;br /&gt;
*Deployed to take control of the [[Epsilon Pegasi]] jump node in [[Capella]] in M-02b&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Vasudan_Ship_Database#GVD Zednanreh|GVD ''Zednanreh'']] and two fighter wings&lt;br /&gt;
&lt;br /&gt;
====SCv ''Golab''====&lt;br /&gt;
*[[SCv Moloch]] class corvette&lt;br /&gt;
*Attacked [[FreeSpace_2_Vasudan_Ship_Database#GVCv Thutmose|GVCv ''Thutmose'']] in [[Speaking in Tongues]] (sm2-09)&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Vasudan_Ship_Database#GVCv Thutmose|GVCv ''Thutmose'']] and [[203rd Scorpions]] squadron&lt;br /&gt;
&lt;br /&gt;
====SCv ''Nosferatu''====&lt;br /&gt;
*[[SCv Moloch]] class corvette&lt;br /&gt;
*Aborted an intended subspace jump from [[Capella]] to [[Gamma Draconis]] due to a hardware failure just before M-01b&lt;br /&gt;
*Attacked and destroyed by [[GTVA]] fighter and bomber wings in M-01b&lt;br /&gt;
*[[FreeSpace_2_Shivan_Ship_Database#SD Barqu|SD ''Barqu'']] and [[FreeSpace_2_Shivan_Ship_Database#SC Sathariel|SC ''Sathariel'']] were sent to reinforce the position shortly after&lt;br /&gt;
&lt;br /&gt;
====SCv ''Rahab''====&lt;br /&gt;
*[[SCv Moloch]] class corvette&lt;br /&gt;
*Deployed to take control of the [[Epsilon Pegasi]] jump node in [[Capella]] in M-02b&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Vasudan_Ship_Database#GVD Zednanreh|GVD ''Zednanreh'']] and two fighter wings&lt;br /&gt;
&lt;br /&gt;
====SCv ''Sargatanas''====&lt;br /&gt;
*[[SCv Moloch]] class corvette&lt;br /&gt;
*Attacked [[FreeSpace_2_Terran_Ship_Database#GTCv Bretagne|GTCv ''Bretagne'']] as it was trying to escape from the [[Nebula System|nebula]] in M-06&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Terran_Ship_Database#GTCv Bretagne|GTCv ''Bretagne'']] and two fighter wings&lt;br /&gt;
&lt;br /&gt;
====SCv ''Tiamat''====&lt;br /&gt;
*[[SCv Moloch]] class corvette&lt;br /&gt;
*Attacked [[FreeSpace_2_Terran_Ship_Database#GTD Aquitaine|GTD ''Aquitaine'']] in [[Proving Grounds]] (sm2-03)&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Terran_Ship_Database#GTD Aquitaine|GTD ''Aquitaine'']] and [[134th Barracudas]] squadron&lt;br /&gt;
&lt;br /&gt;
====SCv ''Tumael''====&lt;br /&gt;
*[[SCv Moloch]] class corvette&lt;br /&gt;
*Attempted to reinforce a [[Shivan]] position in [[Gamma Draconis]] when the [[FreeSpace_2_Shivan_Ship_Database#SC Belphegor|SC ''Belphegor'']] was critically damaged in M-05&lt;br /&gt;
*Attacked and destroyed by [[FreeSpace_2_Vasudan_Ship_Database#GVCv Pstotle|GVCv ''Pstotle'']] and two wings of the 77th Deadly Sevens squadron&lt;br /&gt;
&lt;br /&gt;
====SD ''Barqu''====&lt;br /&gt;
*[[SD Demon]] class destroyer&lt;br /&gt;
*Sent in along with the [[FreeSpace_2_Shivan_Ship_Database#SC Sathariel|SC ''Sathariel'']] to reinforce [[Shivan]] positions in [[Gamma Draconis]] after the [[FreeSpace_2_Shivan_Ship_Database#SCv Nosferatu|SCv ''Nosferatu'']] was destroyed in M-01b&lt;br /&gt;
*Destroyed by two wings of [[GTVA]] fighters&lt;br /&gt;
&lt;br /&gt;
====SD ''Beleth''====&lt;br /&gt;
*[[SD Demon]] class destroyer&lt;br /&gt;
*Attempted to follow [[FreeSpace_2_Shivan_Ship_Database#SJ Sathanas 01|SJ ''Sathanas'']] into [[Capella]] in [[Bearbaiting]] (sm3-01)&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Vasudan_Ship_Database#GVCv Thebes|GVCv ''Thebes'']] and [[203rd Scorpions]] squadron&lt;br /&gt;
&lt;br /&gt;
====SD ''Beast''====&lt;br /&gt;
*[[SD Ravana]] class destroyer&lt;br /&gt;
*Attacked [[FreeSpace_2_Terran_Ship_Database#GTVA Colossus|GTVA ''Colossus'']] in [[Capella]] in [[Their Finest Hour]] (sm3-08)&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Terran_Ship_Database#GTVA Colossus|GTVA ''Colossus'']]&lt;br /&gt;
*The Devil is often called &amp;quot;Beast&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====SD ''Chemosh''====&lt;br /&gt;
*[[SD Ravana]] class destroyer&lt;br /&gt;
*Deployed to take control of the [[Epsilon Pegasi]] jump node in [[Capella]] in M-02b&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Vasudan_Ship_Database#GVD Zednanreh|GVD ''Zednanreh'']] and two fighter wings&lt;br /&gt;
*Inflicted moderate damage upon the [[FreeSpace_2_Vasudan_Ship_Database#GVD Zednanreh|GVD ''Zednanreh'']] before going down&lt;br /&gt;
&lt;br /&gt;
====SD ''Nebiros''====&lt;br /&gt;
*[[SD Ravana]] class destroyer&lt;br /&gt;
*First sighted by a wing of SOC fighters beyond the second [[Knossos]] portal&lt;br /&gt;
*Led the attack on [[FreeSpace_2_Terran_Ship_Database#GTI 3rd Fleet HQ|GTI ''3rd Fleet HQ'']] before and during [[Dunkerque]] (sm3-07)&lt;br /&gt;
&lt;br /&gt;
====SD ''Ravana''====&lt;br /&gt;
*[[SD Ravana]] class destroyer&lt;br /&gt;
*First sighted in [[Nebula System|nebula]] in [[The Great Hunt (FS2)|The Great Hunt]] (sm1-06)&lt;br /&gt;
*Destroyed [[FreeSpace_2_Terran_Ship_Database#GTCv Lysander|GTCv ''Lysander'']] and quickly departed&lt;br /&gt;
*Destroyed [[FreeSpace_2_Terran_Ship_Database#GTD Delacroix|GTD ''Delacroix'']] between [[The Great Hunt (FS2)|The Great Hunt]] (sm1-06) and [[Slaying Ravana]] (sm1-07)&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Vasudan_Ship_Database#GVCv Khenmu|GVCv ''Khenmu'']], [[FreeSpace_2_Terran_Ship_Database#GTCv Yakiba|GTCv ''Yakiba'']], [[FreeSpace_2_Terran_Ship_Database#GTC Heisenberg|GTC ''Heisenberg'']], [[FreeSpace_2_Vasudan_Ship_Database#GVC Somtus|GVC ''Somtus'']] and [[107th Ravens]] squadron in [[Slaying Ravana]] (sm1-07)&lt;br /&gt;
&lt;br /&gt;
====SJ ''Sathanas 01''====&lt;br /&gt;
*[[SJ Sathanas]] class juggernaut&lt;br /&gt;
*First sighted in the [[Nebula System|nebula]] in [[The Fog of War]] (sm2-07)&lt;br /&gt;
*Destroyed [[FreeSpace_2_Vasudan_Ship_Database#GVCv Tatenen|GVCv ''Tatenen'']] and immediately departed&lt;br /&gt;
*Sighted again in [[A Monster in the Mist]] (sm2-08)&lt;br /&gt;
*Attacked by [[FreeSpace_2_Vasudan_Ship_Database#GVCv Maahes|GVCv ''Maahes'']]&lt;br /&gt;
*Subsystems scanned by [[Alpha 1]] from the [[203rd Scorpions]] squadron (player)&lt;br /&gt;
*Detected near the jump node to [[Gamma Draconis]] in the [[Nebula System|nebula]] during [[Speaking in Tongues]] (sm2-09)&lt;br /&gt;
*Evaded [[GTVA]] destroyers at the [[Gamma Draconis]] jump node*&lt;br /&gt;
*Arrived in [[Gamma Draconis]] despite the destruction of the [[Knossos]] portal in [[A Flaming Sword]] (sm2-10)&lt;br /&gt;
*Destroyed most of the [[GTVA]] fleet at the [[Capella]] jump node in [[Gamma Draconis]] between [[A Flaming Sword]] (sm2-10) and [[Bearbaiting]] (sm3-01)&lt;br /&gt;
*Destroyed or severely damaged [[FreeSpace_2_Terran_Ship_Database#GTD Phoenicia|GTD ''Phoenicia'']] in [[Bearbaiting]] (sm3-01)&lt;br /&gt;
*Front beam cannons were disabled by [[203rd Scorpions]] squadron&lt;br /&gt;
*Entered the [[Capella]] jump node&lt;br /&gt;
*Arrived in [[Capella]] through [[Gamma Draconis]] jump node between [[Bearbaiting]] (sm3-01) and [[High Noon]] (sm3-02)&lt;br /&gt;
*Destroyed [[GTVA]] forces at [[Gamma Draconis]] jump node&lt;br /&gt;
*Engaged [[FreeSpace_2_Terran_Ship_Database#GTVA Colossus|GTVA ''Colossus'']] in [[Capella]] in [[High Noon]] (sm3-02)&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Terran_Ship_Database#GTVA Colossus|GTVA ''Colossus'']]&lt;br /&gt;
&lt;br /&gt;
====SJ ''Sathanas 02''====&lt;br /&gt;
*[[SJ Sathanas]] class juggernaut&lt;br /&gt;
*Arrived from [[Knossos]] portal in the [[Nebula System|nebula]] in [[Straight, No Chaser]] (sm3-04)&lt;br /&gt;
*Destroyed [[FreeSpace_2_Vasudan_Ship_Database#GVD Psamtik|GVD ''Psamtik'']]&lt;br /&gt;
&lt;br /&gt;
====SJ ''Sathanas 03''====&lt;br /&gt;
*[[SJ Sathanas]] class juggernaut&lt;br /&gt;
*Jumped out in the path of an [[SOC]] wing at the start of [[Into the Lion's Den]] (loop2-2)&lt;br /&gt;
&lt;br /&gt;
====SJ ''Sathanas 04'' - ''09''====&lt;br /&gt;
*[[SJ Sathanas]] class juggernauts&lt;br /&gt;
*All spotted by an [[SOC]] wing while coming through [[Knossos]] 3 in [[Into the Lion's Den]] (loop2-2)&lt;br /&gt;
&lt;br /&gt;
====SJ ''Sathanas 17''====&lt;br /&gt;
*[[SJ Sathanas]] class juggernaut&lt;br /&gt;
*Departed from [[Capella]] star and made an intrasystem jump near [[FreeSpace_2_Terran_Ship_Database#GTVA Colossus|GTVA ''Colossus'']] in [[Their Finest Hour]] (sm3-08)&lt;br /&gt;
*Destroyed [[FreeSpace_2_Terran_Ship_Database#GTVA Colossus|GTVA ''Colossus'']]&lt;br /&gt;
&lt;br /&gt;
[[FreeSpace_2_Ship_Database|FreeSpace 2 Ship Database]]&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Aquila7</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Name_origins&amp;diff=30188</id>
		<title>Name origins</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Name_origins&amp;diff=30188"/>
		<updated>2010-07-04T17:20:59Z</updated>

		<summary type="html">&lt;p&gt;Aquila7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[FreeSpace]] took names for ships, weapons and even characters from numerous different real-life sources. The origins to these names are listed here. The items are listed alphabetically, disregarding class designations.&lt;br /&gt;
&lt;br /&gt;
==Individual Ships==&lt;br /&gt;
====GTD ''Amadeus''====&lt;br /&gt;
Wolfgang Amadeus Mozart was a German 18th century composer.&lt;br /&gt;
====GTD ''Aquitaine''====&lt;br /&gt;
Unlike most destroyers whose names come from mythology or are references to ancient civilizations, the Aquitaine has an English name. The Latin word would have been &amp;quot;Aquitania&amp;quot;. Aquitania was a region of Gallia(now called France)&lt;br /&gt;
====GTSC ''Asimov''====&lt;br /&gt;
Isaac Asimov was a science fiction writer, notable for his ''Foundation'' series of novels.&lt;br /&gt;
====GTD ''Carthage''====&lt;br /&gt;
Carthage was the city completely destroyed by the Romans after three wars. Unlike many other Terran destroyers, this ship has an English name. In Latin, it would have been &amp;quot;Carthago&amp;quot;&lt;br /&gt;
====GTS Charon====&lt;br /&gt;
In Greek mythology, Charon was a ferryman that carried the souls of the dead across the rivers Styx and Acheron.&lt;br /&gt;
====GTVA ''Colossus''====&lt;br /&gt;
The name &amp;quot;Colossus&amp;quot; was a common name, usually used for large statues. The warship, however, was probably named after one statue in particular, the Colossus of Rhodes. The statue represented the God Helios and is one of the Seven Wonders. The first mission in which the Colossus appears, in fact, is named [[The Sixth Wonder]] (sm1-08)&lt;br /&gt;
====GTD ''Eisenhower''====&lt;br /&gt;
Dwight Eisenhower was the leader of the Allied forces during World War II and the 34th President of the United States (1953-1961).&lt;br /&gt;
====GTI ''Enif Station''====&lt;br /&gt;
Enif is the common name of [[Epsilon Pegasi]]&lt;br /&gt;
====GTD ''Galatea''====&lt;br /&gt;
Galatea, in Greek mythology, is the name for a statue carved out of ivory.&lt;br /&gt;
====GTFr Nelson====&lt;br /&gt;
Admiral Horatio Nelson led the English Royal Navy in the famous Battle for Trafalgar (1805). &lt;br /&gt;
====GTC ''Orff''====&lt;br /&gt;
Carl Orff was a German composer.&lt;br /&gt;
====GTSC ''Plato''====&lt;br /&gt;
Plato was an Ancient Greek mathematician and philosopher.&lt;br /&gt;
====PVC ''Ramses''====&lt;br /&gt;
Ancient Egypt had 11 pharaohs named Ramses.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Aquila7</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=GTM_Infyrno&amp;diff=29926</id>
		<title>GTM Infyrno</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=GTM_Infyrno&amp;diff=29926"/>
		<updated>2010-06-23T18:43:57Z</updated>

		<summary type="html">&lt;p&gt;Aquila7: /* Statistics - Infyrno */ Damage value correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Like the [[GTM Piranha]], the '''GTM-11 Infyrno''' is an anti-fighter weapon carried by bombers to clear a path through defenders as they close with their primary objective. The Infyro is a much different device than the Piranha however.  It is, again, a manually detonated dumb-fire missile. But intead of using seeking submunitions, it depends solely on high-energy explosives released within a very tight detonation pattern.  It does enormously higher damage, but to a small area.&lt;br /&gt;
&lt;br /&gt;
The missile moves fast and has a fair range, making it safer to deploy. But this is a very difficult weapon to use in its intended role since one must gauge by eye the necessary lead factor on its unguided path. Enemy fighters also have the annoying habit of seeing the massive chunk of ordnance come sailing their way, and break formation evade it.  When it works, it works amazingly well, and entire wings go out with a single brilliant detonation;  but it doesn't often work.&lt;br /&gt;
&lt;br /&gt;
However the Infyrno is not entirely useless, since it can dish up absolutely catastrophic damage to light warships, freighters, transports, etc.  Against these targets, the Infyrno can be considered a sort of quick-loading, dumb-fire antiship torpedo. The standard version has 3/4 the damage of the [[GTM Cyclops|Cyclops]], greater velocity, and actually ''increased'' subsystem damage. Be cautious however, not to release too near the target, since you will almost certainly be vaporized by your own weapon if you're caught in the blast radius.&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Infyrno.gif]]|caption=The GTM-11 Infyrno}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
The GTM-11 Infyrno is an area-effect bomber suppression weapon, often employed to knock out incoming waves of slow-moving bombers. Upon detonation, the Infyrno releases multiple submunitions that contain ultra-high-explosive charges. The Infyrno is detonated remotely by pressing the Secondary weapon trigger a second time. A HUD indicator displays the distance from the warhead to the firing ship. If the pilot triggers the detonation too early, he risks being caught in the Infyrno's extensive blast radius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics - Infyrno===&lt;br /&gt;
{{Secondary|840|5.0|120|1 500|Full|1 500|Good|1 125|Full|1 500|30 / 100|Dumbfire|N / A|N / A|N / A}}&lt;br /&gt;
&lt;br /&gt;
===Statistics - Infyrno D===&lt;br /&gt;
{{Secondary|1 155|5.0|165|1 000|Full|1 000|Good|750|Full|1 000|30 / 100|Dumbfire|N / A|N / A|N / A}}&lt;br /&gt;
&lt;br /&gt;
===Spawned warheads===&lt;br /&gt;
{{Secondary|75|0|250|100|Full|100|Full|100|Average|50|20 / 60|Heat Seeking|45 degrees|N / A|1.0 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Weapon can be [[Weapons.tbl#Weapon Flags|remotely detonated]]&lt;br /&gt;
*Weapon can be shot down [[Weapons.tbl#Weapon Flags|(Bomb)]]&lt;br /&gt;
*Weapon [[Weapons.tbl#Weapon Flags|spawns]] 14 smaller warheads (Standard)&lt;br /&gt;
*Weapon [[Weapons.tbl#Weapon Flags|spawns]] 5 smaller warheads (Infyrno D)&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|I've never gotten the hang of the Infyrno, personally, but when you get it right, it's quite effective at shaking up formations and causing people pain. A direct hit will leave a target in very bad shape.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This weapon takes considerable skill and timing to use against fighters, but can be quite effective against them if you do have the listed requisites. However, I found that for those less able like me, it works well against cruisers, as well as transports, although for those, you could use the much better suited [[GTM Tempest|Tempest]], or simply hammer them with your guns. Personally I feel that this could dispense with the complicated bomblet crap and a bigger boom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like old Indiana Jones says, &amp;quot;If you don't know how to use a whip, you'll just end up hurting yourself.&amp;quot;  If you detonate an Infyrno too close to yourself, you will most likely cause yourself to explode.  Though, once you get the hang of using these, the same stands for enemy fighters, which even the burliest of which have problems taking two hits.  These also have a very high chance to knock out a specific subsystem you may be aiming for, just by their sheer power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Speaking with true experience of using the Infyrno, it is useful against [[SB Seraphim]] and [[SB Nephilim]] bombers, notorious for their heavy shield and hull plating. Against even a glancing hit from one of these, all that will be for naught. Time your detonation of it when the range of the missile is near/at the same range of the target from you. Best to fly straight into the oncoming wave of bombers and fire, it is VERY tricky to use otherwise. If they won't destroy your target, they will certainly shake off some of its shielding for you. Also a viable weapon for harassing cruisers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you're attacking a convoy of freighters, gas miners or AWACS, the Infyrno is actually a very good weapon against these targets. Don't leave this behind if you're going on a convoy assault mission. Also be careful of detonating it too early, especially on the higher difficulties since it can do some heavy damage to your fighter if it's too close.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The AI is formidable with this weapon, but be careful with wingmen who have Infyrnos! They'll not care if you're within the blast radius. You'll die of your wingmen's Infyrnos more often than your enemies' Tornado swarms, so overall, it's better to forget about giving this weapon to your AI-controlled wingmen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For all that the description is worth, the Infyrno is hardly effective against strike craft. With a speed of 120, unless your target is stationary or remaining on a straight course, odds are that you will hardly even do any damage. Moreover, you probably will need to keep an eye on the warhead if you want a manual detonation, which leaves a high chance of getting caught in the blast yourself. What the Infyrno can really be used for is a substitute for torpedoes - being dumbfire you are spared from long lock-ons, and capships can hardly dodge. If you are good with primaries consider flying a fighter that can carry these, not that there are a lot of chances of doing so in the campaign.&lt;br /&gt;
&lt;br /&gt;
If this thing can a heck of a lot faster, it would be able to kill those pesky wings in a short order and less time for them to get away and escape. Otherwise, it can only really hit bombers facing head on into you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does not work on bombers flying head on to you either. Even AI knows how to dodge this thing from up front, and if you are close enough detonate before the bombers turn away, you are probably close enough to toast your own fighter.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Aquila7</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=GTM_Infyrno&amp;diff=29925</id>
		<title>GTM Infyrno</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=GTM_Infyrno&amp;diff=29925"/>
		<updated>2010-06-23T18:43:23Z</updated>

		<summary type="html">&lt;p&gt;Aquila7: /* Statistics - Infyrno */ Damage value correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Like the [[GTM Piranha]], the '''GTM-11 Infyrno''' is an anti-fighter weapon carried by bombers to clear a path through defenders as they close with their primary objective. The Infyro is a much different device than the Piranha however.  It is, again, a manually detonated dumb-fire missile. But intead of using seeking submunitions, it depends solely on high-energy explosives released within a very tight detonation pattern.  It does enormously higher damage, but to a small area.&lt;br /&gt;
&lt;br /&gt;
The missile moves fast and has a fair range, making it safer to deploy. But this is a very difficult weapon to use in its intended role since one must gauge by eye the necessary lead factor on its unguided path. Enemy fighters also have the annoying habit of seeing the massive chunk of ordnance come sailing their way, and break formation evade it.  When it works, it works amazingly well, and entire wings go out with a single brilliant detonation;  but it doesn't often work.&lt;br /&gt;
&lt;br /&gt;
However the Infyrno is not entirely useless, since it can dish up absolutely catastrophic damage to light warships, freighters, transports, etc.  Against these targets, the Infyrno can be considered a sort of quick-loading, dumb-fire antiship torpedo. The standard version has 3/4 the damage of the [[GTM Cyclops|Cyclops]], greater velocity, and actually ''increased'' subsystem damage. Be cautious however, not to release too near the target, since you will almost certainly be vaporized by your own weapon if you're caught in the blast radius.&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Infyrno.gif]]|caption=The GTM-11 Infyrno}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
The GTM-11 Infyrno is an area-effect bomber suppression weapon, often employed to knock out incoming waves of slow-moving bombers. Upon detonation, the Infyrno releases multiple submunitions that contain ultra-high-explosive charges. The Infyrno is detonated remotely by pressing the Secondary weapon trigger a second time. A HUD indicator displays the distance from the warhead to the firing ship. If the pilot triggers the detonation too early, he risks being caught in the Infyrno's extensive blast radius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics - Infyrno===&lt;br /&gt;
{{Secondary|840|5.0|120|1 500|Full|1 500|Good|1 125|Full|1 500|30 / 100|Dumbfire|N / A|N / A|N / A}}&lt;br /&gt;
&lt;br /&gt;
===Statistics - Infyrno D===&lt;br /&gt;
{{Secondary|1 155|5.0|165|100|Full|100|Good|75|Full|100|30 / 100|Dumbfire|N / A|N / A|N / A}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spawned warheads===&lt;br /&gt;
{{Secondary|75|0|250|100|Full|100|Full|100|Average|50|20 / 60|Heat Seeking|45 degrees|N / A|1.0 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Weapon can be [[Weapons.tbl#Weapon Flags|remotely detonated]]&lt;br /&gt;
*Weapon can be shot down [[Weapons.tbl#Weapon Flags|(Bomb)]]&lt;br /&gt;
*Weapon [[Weapons.tbl#Weapon Flags|spawns]] 14 smaller warheads (Standard)&lt;br /&gt;
*Weapon [[Weapons.tbl#Weapon Flags|spawns]] 5 smaller warheads (Infyrno D)&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|I've never gotten the hang of the Infyrno, personally, but when you get it right, it's quite effective at shaking up formations and causing people pain. A direct hit will leave a target in very bad shape.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This weapon takes considerable skill and timing to use against fighters, but can be quite effective against them if you do have the listed requisites. However, I found that for those less able like me, it works well against cruisers, as well as transports, although for those, you could use the much better suited [[GTM Tempest|Tempest]], or simply hammer them with your guns. Personally I feel that this could dispense with the complicated bomblet crap and a bigger boom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like old Indiana Jones says, &amp;quot;If you don't know how to use a whip, you'll just end up hurting yourself.&amp;quot;  If you detonate an Infyrno too close to yourself, you will most likely cause yourself to explode.  Though, once you get the hang of using these, the same stands for enemy fighters, which even the burliest of which have problems taking two hits.  These also have a very high chance to knock out a specific subsystem you may be aiming for, just by their sheer power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Speaking with true experience of using the Infyrno, it is useful against [[SB Seraphim]] and [[SB Nephilim]] bombers, notorious for their heavy shield and hull plating. Against even a glancing hit from one of these, all that will be for naught. Time your detonation of it when the range of the missile is near/at the same range of the target from you. Best to fly straight into the oncoming wave of bombers and fire, it is VERY tricky to use otherwise. If they won't destroy your target, they will certainly shake off some of its shielding for you. Also a viable weapon for harassing cruisers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you're attacking a convoy of freighters, gas miners or AWACS, the Infyrno is actually a very good weapon against these targets. Don't leave this behind if you're going on a convoy assault mission. Also be careful of detonating it too early, especially on the higher difficulties since it can do some heavy damage to your fighter if it's too close.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The AI is formidable with this weapon, but be careful with wingmen who have Infyrnos! They'll not care if you're within the blast radius. You'll die of your wingmen's Infyrnos more often than your enemies' Tornado swarms, so overall, it's better to forget about giving this weapon to your AI-controlled wingmen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For all that the description is worth, the Infyrno is hardly effective against strike craft. With a speed of 120, unless your target is stationary or remaining on a straight course, odds are that you will hardly even do any damage. Moreover, you probably will need to keep an eye on the warhead if you want a manual detonation, which leaves a high chance of getting caught in the blast yourself. What the Infyrno can really be used for is a substitute for torpedoes - being dumbfire you are spared from long lock-ons, and capships can hardly dodge. If you are good with primaries consider flying a fighter that can carry these, not that there are a lot of chances of doing so in the campaign.&lt;br /&gt;
&lt;br /&gt;
If this thing can a heck of a lot faster, it would be able to kill those pesky wings in a short order and less time for them to get away and escape. Otherwise, it can only really hit bombers facing head on into you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does not work on bombers flying head on to you either. Even AI knows how to dodge this thing from up front, and if you are close enough detonate before the bombers turn away, you are probably close enough to toast your own fighter.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Aquila7</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Neo-Terra_Victorious&amp;diff=28947</id>
		<title>Neo-Terra Victorious</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Neo-Terra_Victorious&amp;diff=28947"/>
		<updated>2010-04-22T00:27:45Z</updated>

		<summary type="html">&lt;p&gt;Aquila7: /* Description */ grammatical correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General==&lt;br /&gt;
&lt;br /&gt;
{{grammar}}&lt;br /&gt;
&lt;br /&gt;
'''Neo-Terra Victorious''' is a campaign based on the NTF's struggle. For a long time, this campaign had never got beyond a demo release status, but it has been recently resurrected and is now currently WIP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Project Leaders:'''&lt;br /&gt;
*'''[[User:Galemp|Galemp]]''' - Senior Advisor, Modeller&lt;br /&gt;
*'''[[User:Mobius|Mobius]]''' -  FREDder, Tabler, Plot Creator&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Other members:'''&lt;br /&gt;
*'''[[User:Droid803|Droid803]]''' - FREDder&lt;br /&gt;
*'''dragosniper''' - FREDder&lt;br /&gt;
*'''Nuclear1''' - FREDder&lt;br /&gt;
*'''Bob-san''' - FREDder (?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Other work by:'''&lt;br /&gt;
*'''FreeSpaceFreak''' - Artist&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Current Status:'''&lt;br /&gt;
*'''Demo:''' ''Released''&lt;br /&gt;
*'''New Campaign:''' ''WIP''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The campaign is to show the NTF rebellion from the perspective of a young NTF pilot, a typical member of the [[Lost Generation]]. Unlike the Demo, the campaign starts during the [[Battle of Deneb (2367)|Second Battle of Deneb]] and will feature alternate outcomes that will be more favorable to the NTF than they were in the main FreeSpace 2 campaign.&lt;br /&gt;
&lt;br /&gt;
The new NTV continuity isn't connected to events shown in the old Demo.&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
[http://www.hard-light.net/forums/index.php/board,57.0.html Neo-Terra Victorious board | Hard Light Productions.net]&lt;br /&gt;
&lt;br /&gt;
[http://www.hard-light.net/forums/index.php/topic,58202.0.html Stormkeeper interviews Admiral Aken Mobius! | Hard Light Productions.net]&lt;br /&gt;
&lt;br /&gt;
[http://ntv.hard-light.net/ Outdated Website | Hard Light Productions.net]&lt;br /&gt;
&lt;br /&gt;
==Download Links==&lt;br /&gt;
'''Old Demo:''' &amp;lt;br&amp;gt;&lt;br /&gt;
[http://ntv.hard-light.net/ntvdloads.htm Download page, including demo | Hard Light Productions.net]&lt;br /&gt;
&lt;br /&gt;
[http://www.freespacemods.net/download.php?view.31 Old Demo Download | FreeSpaceMods.net]&lt;br /&gt;
&lt;br /&gt;
'''New Campaign:''' &amp;lt;br&amp;gt;&lt;br /&gt;
To be added later&lt;br /&gt;
&lt;br /&gt;
[[Category: User-made_Campaigns]]&lt;br /&gt;
[[Category: Articles that need proofreading]]&lt;/div&gt;</summary>
		<author><name>Aquila7</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Cutscenes_tutorial_(basic)&amp;diff=28946</id>
		<title>Cutscenes tutorial (basic)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Cutscenes_tutorial_(basic)&amp;diff=28946"/>
		<updated>2010-04-22T00:23:30Z</updated>

		<summary type="html">&lt;p&gt;Aquila7: /* Preplanning */ grammatical correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{grammar}}&lt;br /&gt;
&lt;br /&gt;
Making cutscenes is no longer restricted to animators. It is also possible with FRED_Open.&lt;br /&gt;
&lt;br /&gt;
This article will presuppose a rudimentary understanding of FreeSpace mission making. Beginning [[FREDder]]s might find making cutscenes difficult.&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
In-mission cutscenes are real-time and not as restricted as the ones made with an animation program. If the FREDder uses the &amp;quot;set-camera position&amp;quot; SEXP, the camera will assume a given position, but it will not protect the player's ship in any way. If the player is killed during the cutscene, the mission will end as normal, ending your cutscene. A recommended way of doing cutscenes is to place the player's start position far away from the battlefield, and practice some other precautions (protect-ship, ship-invulnerable, etc).&lt;br /&gt;
&lt;br /&gt;
Like normal missions, the player has no control over other ships. When you made sure that the player is safe, ensuring that the mission will not end prematurely because of the player's death, you have to manipulate the outcome.&lt;br /&gt;
&lt;br /&gt;
You may end the cutscene by ending the mission ([[end-mission]], [[force-jump]]) or resetting the camera ([[reset-camera]]).&lt;br /&gt;
&lt;br /&gt;
==Making the actual cutscene==&lt;br /&gt;
===Preplanning===&lt;br /&gt;
Before firing up [[Portal:FRED|FRED]], you must have an outline of what you want to happen in your cutscene. It is up to you how you do the planning. Keep in mind, however, that not everything you imagine is possible. A lot of other elements will have to be changed later on, so make your plan flexible and try not to get into too much detail.&lt;br /&gt;
&lt;br /&gt;
The screenplay we are going to use in this tutorial is the following:&lt;br /&gt;
&lt;br /&gt;
 Set cutscene bars&lt;br /&gt;
 Subtitle: GNG Base is under attack&lt;br /&gt;
 A battle is raging around an Arcadia installation. [Camera looks at the Arcadia]&lt;br /&gt;
 A group of hostiles attack an evacuating transport, guarded by some Alliance ships. [Camera follows the evacuation transport]&lt;br /&gt;
 When the transport is destroyed or escapes, a Ravana will jump in and start attacking the station. [Camera looks at the Ravana]&lt;br /&gt;
 Subtitle: No one was left on board&lt;br /&gt;
 The Ravana destroys the station&lt;br /&gt;
 The GTVA survivors are jumping out [Camera looks at them]&lt;br /&gt;
&lt;br /&gt;
Note that this is a rough outline of it. Details like how many ships are attacking, when, and from what direction must not be in such an outline.&lt;br /&gt;
&lt;br /&gt;
===Creating the mission===&lt;br /&gt;
The first step is to set up the mission. Make sure that everything you want happens in the mission (dogfights, a Ravana jumps in and destroys the station, and survivors who are ordered to jump out). As soon as you figure how the mission plays out and the outcome is always as intended, you can start making the cutscene.&lt;br /&gt;
&lt;br /&gt;
You will have to run the mission many times until you get what you want. To speed up your testing time, tick &amp;quot;No Briefing&amp;quot; and &amp;quot;No Debriefing&amp;quot; in the Mission Specs Editor (SHIFT-N).&lt;br /&gt;
&lt;br /&gt;
===Step-by-step===&lt;br /&gt;
Before we take a look at our screenplay, we must first ensure the player's safety. A simple way to do that is to drag the player's start point (Alpha 1) far, far away. Also use the Protect Ship feature in Ship Editor -- Misc, if you haven't done that already. This will ensure that no enemy fighter will start approaching the player's ship. Optionally, you can make the player invulnerable (Invulnerable feature in Ship Editor -- Misc) to absolutely ensure that the player will not die.&lt;br /&gt;
&lt;br /&gt;
Now is the time to make the cutscene. We will go step by step. As soon as you are satisfied with one stage, proceed to the next. Test frequently. The first three lines of our screenplay read like this:&lt;br /&gt;
&lt;br /&gt;
 Set cutscene bars&lt;br /&gt;
 Subtitle: GNG Base is under attack&lt;br /&gt;
 A battle is raging around an Arcadia installation. [Camera looks at the Arcadia]&lt;br /&gt;
&lt;br /&gt;
Setting cutscene bars is done by the set-cutscene-bars SEXP.&lt;br /&gt;
&lt;br /&gt;
Making subtitles is easy. Use the [[show-subtitle]] SEXP, set the first two values to 50, enter the text you want to display (no more than a few words) and set the duration to be displayed in milliseconds.&lt;br /&gt;
&lt;br /&gt;
[[image:CutTut4.jpg]]&lt;br /&gt;
&lt;br /&gt;
We already have a battle going on around the installation, so setting up the camera in the right position is our only job at the moment. Since FRED does not have a sophisticated and flexible &amp;quot;camera object,&amp;quot; you must give coordinates to tell where you want your camera to be placed. There are two ways to do that, but we will only utilize the one that is simpler (see images below). The first is to use the numbers in FRED's top-right corner. Those are the coordinates of the &amp;quot;camera&amp;quot; with which you are navigating in FRED. Tell FRED to view ship outlines (View -- Ship Outlines; SHIFT-ALT-O) or ship models (not recommended for performance reasons). Hover it over the Arcadia and as soon as you have set up your camera position, open the Mission Event Edit window and use the [[set-camera-position]] SEXP to set your real camera's position. Use the [[set-camera-facing-object]] SEXP to set the heading of your camera. Make it face the Arcadia, and make sure that the battle that is raging around it is visible.&lt;br /&gt;
&lt;br /&gt;
[[image:CutTut1.jpg]]&lt;br /&gt;
:''Image 1: Setting this camera position in FRED...''&lt;br /&gt;
[[image:CutTut2.jpg]]&lt;br /&gt;
:''Image 2: ...assumes this position ingame.''&lt;br /&gt;
&lt;br /&gt;
 A group of hostiles attack an evacuation transport, which is under guard by some Alliance ships. [Camera follows the evacuation transport]&lt;br /&gt;
&lt;br /&gt;
It is not important for the transport to survive. Our focus is to show some sort of battle around a transport. Set a camera position in which you can see the transport and set its heading again (it should be facing the transport). This stage is more difficult than the first one because of two reasons: a) the transport is moving and b) the camera must follow the transport. You must set up a camera position that is somewhere between the transport's arrival and departure point. Then, command your camera to follow the transport. Doing the latter can be done by using a set-camera-facing with a Repeat Count of 10000 and an Interval time of 0. This will ensure that the camera will continuously be facing the transport. Setting Interval time to 1 or more will stagger the camera (see [http://www.hard-light.net/wiki/index.php/Image:CutTut3.jpg image] if you are uncertain about something).&lt;br /&gt;
&lt;br /&gt;
 When the transport is destroyed or escapes, a Ravana will jump in and start attacking the station. [Camera looks at the Ravana]&lt;br /&gt;
 Subtitle: No one was left on board&lt;br /&gt;
 The Ravana destroys the station&lt;br /&gt;
&lt;br /&gt;
The third stage is initiated as soon as the transport is destroyed or departed. Set up a SEXP tree with (destroyed-or-departed-delay &amp;quot;transport&amp;quot;) and assume another camera position. This time, the camera doesn't need to follow the Ravana. The tricky part is that the previous Event that set the previous camera position is set to trigger almost infinitely, so we must use the following SEXP tree to ensure that the third camera position will not be overwritten by the looping second. Open the Event that sets the second camera position and complement it in the following way:&lt;br /&gt;
&lt;br /&gt;
[[Image:CutTut3.jpg|thumb|left|This SEXP will follow the evac transport]]&lt;br /&gt;
&lt;br /&gt;
This will stop the Event from triggering when the transport has entered [[subspace]]. It may be advised to change the has-departed-delay to destroyed-or-departed-delay if the transport in your version is ever threatened.&lt;br /&gt;
&lt;br /&gt;
Create the Event that will set the third camera's position. This stage isn't technically difficult. The Ravana will likely vaporize the Arcadia very quickly.&lt;br /&gt;
&lt;br /&gt;
 The GTVA survivors are jumping out. [Camera looks at them]&lt;br /&gt;
&lt;br /&gt;
Again, you must assume a new camera position. Show some Terran fighters jumping out and it will be fine. Since the first stage battle's outcome vary greatly every time the cutscene is viewed, it is safest to use ship-vanish to make all the fighter participants disappear. Then place some more GTVA fighters who appear some seconds before this stage is initiated. Use Ship Editor -- Arrival cues. Tick No Warp Effect and No Arrival Music and No Arrival Message. Order this wing to do waypoints and jump out after a while. Set the camera's position somewhere around the fighters' departure point. Setting this camera's position is the most difficult because it will have to be facing small mobile targets.&lt;br /&gt;
&lt;br /&gt;
End your mission by end-mission when you think it is appropriate.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
[[Image:CutTut4.jpg|thumb|right|Image 4: Start point]]&lt;br /&gt;
&lt;br /&gt;
*You can change the screenplay however you want. It is the technical part that is important. You should have learned how to do the following after completing this tutorial:&lt;br /&gt;
**what kind of cutscenes you can do with FRED.&lt;br /&gt;
**making subtitles&lt;br /&gt;
**setting camera positions.&lt;br /&gt;
**setting cameras that a) face an object, b) follow a mobile object.&lt;br /&gt;
**splitting a cutscene into multiple related stages.&lt;br /&gt;
**creating a fairly enjoyable cutscene.&lt;br /&gt;
*We are using FRED to determine our cameras' positions. If you are after your first test runs, you have noticed that this is not the most precise way of doing it (See images 1 and 2 again). If you want your camera to be placed with extreme precision, run the game using the -pos [[Command-Line Reference|command line]]. The reason why the author chose this FRED method is because it is better for a tutorial where our camera positions don't need to be exact.&lt;br /&gt;
*Connecting stages with [[has-time-elapsed]] is not the most flexible method. If you want to insert a stage, it will delay the other stages. It is better to use is-event-true or is-destroyed-or-departed-delay.&lt;br /&gt;
*Ship names aren't very important for this sort of cutscenes.&lt;br /&gt;
*Use [[ship-invulnerable]], Protect Ship, or [[self-destruct]] if needed. The viewer will not notice these tricks, and it will prevent the unexpected from happening. A well-timed self-destruct is more predictable.&lt;br /&gt;
*Even if you think you have finalized the last stage, test the whole cutscene as often as you needed to ensure the outcome being the same.&lt;br /&gt;
&lt;br /&gt;
[[Category:FRED Examples]]&lt;/div&gt;</summary>
		<author><name>Aquila7</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=9th_Fleet&amp;diff=28945</id>
		<title>9th Fleet</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=9th_Fleet&amp;diff=28945"/>
		<updated>2010-04-22T00:19:48Z</updated>

		<summary type="html">&lt;p&gt;Aquila7: /* Storyline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{non-canon}}&lt;br /&gt;
{{grammar}}&lt;br /&gt;
&lt;br /&gt;
''9th Fleet'' is a mod by [[User:Eolis|Eolis]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Storyline==&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 1: Testing on the GTD Zeus takes place. In the meantime, the GTVA discovers a Knossos. They also uncover an SD ''Lucifer'' (called SD ''Beelzebub''). Allied forces have managed to capture the ''Beelzebub''. They also discovered the TSF and the TSD ''Apocalypse''.&lt;br /&gt;
&lt;br /&gt;
Chapter 2, GTVA branch :&lt;br /&gt;
Destruction of the TSF fleet (Battle of Endor Syndrome )&lt;br /&gt;
Destruction of the TSD Archangel&lt;br /&gt;
Capture of the TSD Apocalypse and exploration of what lies beyond the Knossos gate. Discovery of two new Knossos gates&lt;br /&gt;
Battle of the Knossosses&lt;br /&gt;
Exploration of the Knossoses, loss of the GTD Zeus&lt;br /&gt;
&lt;br /&gt;
Chapter 2, TSF branch:&lt;br /&gt;
Attack of the GTI S.R.I.&lt;br /&gt;
War against GTVA&lt;br /&gt;
Destruction of the GTD Loraine&lt;br /&gt;
Destruction of the GTD Zeus&lt;br /&gt;
GTVA reprisals&lt;br /&gt;
Exodus toward Knossos&lt;br /&gt;
Shivan reprisals&lt;br /&gt;
&lt;br /&gt;
This campaign takes place shortly after the destruction of Capella, a testing fleet made for the new GTD Zeus( a GTD Hades class ) will fight with the Shivans led by the Lucifer-class destroyer, the SD Beelzebub. The Terrans then replicate the Lucifer's shielding technology and apply it to the Hecates and the GTD Zeus, but a big surprise is awaiting the GTVA: Bosch has allied with the Shivans!&lt;br /&gt;
&lt;br /&gt;
==Highlights for the mod '9th Fleet'==&lt;br /&gt;
&lt;br /&gt;
===New Weapons===&lt;br /&gt;
&lt;br /&gt;
====Terran====&lt;br /&gt;
*GTW Subach MG-8 (MG-9, MG-10) &amp;lt;br&amp;gt;&lt;br /&gt;
**A Gatling gun with a high rate of fire (100 per second) but with limited ammunition.&lt;br /&gt;
*GTB Cyclope SSM &amp;lt;br&amp;gt;&lt;br /&gt;
**A [[subspace]] artillery bomb.&lt;br /&gt;
*GTM Cyclone&lt;br /&gt;
**Anti-cruiser rocket.&lt;br /&gt;
&lt;br /&gt;
====Vasudan====&lt;br /&gt;
*BMekhu &amp;lt;br&amp;gt;&lt;br /&gt;
**A beam cannon for fighters&lt;br /&gt;
&lt;br /&gt;
====Shivan====&lt;br /&gt;
*Bshivan &amp;lt;br&amp;gt;&lt;br /&gt;
**A Shivan beam cannon that can be mounted on a fighter. (Same as the BMekhu, but red)&lt;br /&gt;
*Shivan Mega Flak &amp;lt;br&amp;gt;&lt;br /&gt;
**All in the name.&lt;br /&gt;
*Shivan SSM &amp;lt;br&amp;gt;&lt;br /&gt;
**A Shivan anti-fighter subspace missile.&lt;br /&gt;
*Shivan Rockeye &amp;lt;br&amp;gt;&lt;br /&gt;
**A Shivan corkscrew Rockeye.&lt;br /&gt;
&lt;br /&gt;
===New Ships===&lt;br /&gt;
&lt;br /&gt;
====Terran====&lt;br /&gt;
*GTF Myrmidon G &amp;lt;br&amp;gt;&lt;br /&gt;
**A Table hack of GTF Myrmidon made for support that can only be armed with Gatling guns.&lt;br /&gt;
&lt;br /&gt;
====Shivan====&lt;br /&gt;
*SS Krishna &amp;lt;br&amp;gt;&lt;br /&gt;
**Shivan support ship. (I don't know the way to make it, but I'm currently researching on how to make one)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Textures===&lt;br /&gt;
*Glow map for SF Scorpion&lt;br /&gt;
*Glow map for SF Gorgon&lt;br /&gt;
*Glow map for PVI Karnak and Karnak reactor&lt;br /&gt;
*Shine map for PVI Karnak&lt;br /&gt;
*Glow and shine map for Vasudan asteroid base&lt;br /&gt;
*Normal map for Myrmidon&lt;br /&gt;
*Normal map for GTD Hecate&lt;br /&gt;
&lt;br /&gt;
[[Category:User-made Campaigns]]&lt;/div&gt;</summary>
		<author><name>Aquila7</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Unknown_Bomb&amp;diff=28944</id>
		<title>Unknown Bomb</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Unknown_Bomb&amp;diff=28944"/>
		<updated>2010-04-21T22:27:31Z</updated>

		<summary type="html">&lt;p&gt;Aquila7: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Unknown Bomb'''&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
==Description==&lt;br /&gt;
Very [[GTM Tsunami]] like bomb used by Shivans&lt;br /&gt;
==Table notes==&lt;br /&gt;
:''Unknown bomb?''&lt;br /&gt;
:''Would be nice to know who uses this and what it is for.''&lt;br /&gt;
:''It's a shivan bomb.  It's just like Tsunami, only Shivan.''&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics (FS1)===&lt;br /&gt;
{{Secondary|1 500|20.0|60|3 000|Average|1 500|None|0|Full|3 000|5 / 30|Aspect Seeking|N / A|6.0 s|1.0 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Statistics (FS2)===&lt;br /&gt;
{{Secondary|1 500|20.0|60|3 000|Average|1 500|Very Poor|450|Full|3 000|5 / 30|Aspect Seeking|N / A|6.0 s|1.0 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Weapon is capable of easily damaging [[Weapons.tbl#Weapon Flags|(Huge)]] even larger vessels.&lt;br /&gt;
*Weapon can be shot down [[Weapons.tbl#Weapon Flags|(Bomb)]]&lt;br /&gt;
*Weapon must be locked onto the target in order to be fired [[Weapons.tbl#Weapon Flags|(No Dumbfire)]]&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|Exactly like the [[GTM Tsunami]] except for its shockwave which is smaller, my best guess is that this is to prevent unshielded fighter in early parts of [[Portal:FreeSpace 1|FreeSpace 1]] from getting destroyed by a bomb's shockwave.  It also has less shield damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Safer to knock down then the Tsunami, but for god's sake be more than 100 meters away when you do it, and preferably 200.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Aquila7</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Unknown_Megabomb&amp;diff=28943</id>
		<title>Unknown Megabomb</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Unknown_Megabomb&amp;diff=28943"/>
		<updated>2010-04-21T22:25:32Z</updated>

		<summary type="html">&lt;p&gt;Aquila7: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Unknown Megabomb'''&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
==Description==&lt;br /&gt;
Very [[GTM Harbinger]] like bomb used by Shivans&lt;br /&gt;
==Table notes==&lt;br /&gt;
:''Another Unknown Bomb?''&lt;br /&gt;
:''Would be nice to know who uses this and what it is for.''&lt;br /&gt;
:''Shivan, just like harbinger, only it's shivan''&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
&lt;br /&gt;
===Statistics (FS1)===&lt;br /&gt;
{{Secondary|1 500|30.0|50|3 200|Full|3 200|None|0|Full|3 200|100 / 450|Aspect Seeking|N / A|12.0 s|1.5 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Statistics (FS2)===&lt;br /&gt;
{{Secondary|1 500|30.0|50|3 200|Full|3 200|Very Poor|640|Full|3 200|100 / 450|Aspect Seeking|N / A|12.0 s|1.5 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Weapon is capable of easily damaging [[Weapons.tbl#Weapon Flags|(Huge)]] even larger vessels.&lt;br /&gt;
*Weapon can be shot down [[Weapons.tbl#Weapon Flags|(Bomb)]]&lt;br /&gt;
*Weapon must be locked onto the target in order to be fired [[Weapons.tbl#Weapon Flags|(No Dumbfire)]]&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|Other than its trail I see no difference between this and the [[GTM Harbinger]], probably just there to keep the player from noticing the [[Shivan]]s are firing [[GTM Harbinger|Harbingers]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Actually this is inferior to the [[GTM Harbinger|Harbinger]] in shield and subsystem damage, but is otherwise the same.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Aquila7</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Unknown_Megabomb&amp;diff=28942</id>
		<title>Unknown Megabomb</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Unknown_Megabomb&amp;diff=28942"/>
		<updated>2010-04-21T22:24:05Z</updated>

		<summary type="html">&lt;p&gt;Aquila7: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Unknown Megabomb'''&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
==Description==&lt;br /&gt;
Very [[GTM Harbinger]] like bomb used by Shivans&lt;br /&gt;
==Table notes==&lt;br /&gt;
:''Another Unknown Bomb?''&lt;br /&gt;
:''Would be nice to know who uses this and what it is for.''&lt;br /&gt;
:''Shivan, just like harbinger, only it's shivan''&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
&lt;br /&gt;
===Statistics (FS1)===&lt;br /&gt;
{{Secondary|1 500|30.0|50|3 200|Full|3 200|None|0|Full|3 200|100 / 450|Aspect Seeking|N / A|12.0 s|1.5 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Statistics (FS2)===&lt;br /&gt;
{{Secondary|1 500|30.0|50|3 200|Full|3 200|Very Poor|640|Full|3 200|100 / 450|Aspect Seeking|N / A|12.0 s|1.5 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Weapon is capable of easily damaging [[Weapons.tbl#Weapon Flags|(Huge)]] even larger vessels.&lt;br /&gt;
*Weapon can be shot down [[Weapons.tbl#Weapon Flags|(Bomb)]]&lt;br /&gt;
*Weapon must be locked onto the target in order to be fired [[Weapons.tbl#Weapon Flags|(No Dumbfire)]]&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|Other than its trail I see no difference between this and the [[GTM Harbinger]], probably just there to keep the player from noticing the [[Shivan]]s are firing [[GTM Harbinger|Harbingers]].&lt;br /&gt;
&lt;br /&gt;
Actually this is inferior to the [[GTM Harbinger|Harbinger]] in shield and subsystem damage, but is otherwise the same.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Aquila7</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Unknown_Megabomb&amp;diff=28941</id>
		<title>Unknown Megabomb</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Unknown_Megabomb&amp;diff=28941"/>
		<updated>2010-04-21T22:21:26Z</updated>

		<summary type="html">&lt;p&gt;Aquila7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Unknown Megabomb'''&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
==Description==&lt;br /&gt;
Very [[GTM Harbinger]] like bomb used by Shivans&lt;br /&gt;
==Table notes==&lt;br /&gt;
:''Another Unknown Bomb?''&lt;br /&gt;
:''Would be nice to know who uses this and what it is for.''&lt;br /&gt;
:''Shivan, just like harbinger, only it's shivan''&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
&lt;br /&gt;
===Statistics (FS1)===&lt;br /&gt;
{{Secondary|1 500|30.0|50|3 200|Full|3 200|None|0|Full|3 200|100 / 450|Aspect Seeking|N / A|12.0 s|1.5 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Statistics (FS2)===&lt;br /&gt;
{{Secondary|1 500|30.0|50|3 200|Full|3 200|Very Poor|640|Full|3 200|100 / 450|Aspect Seeking|N / A|12.0 s|1.5 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Weapon is capable of easily damaging [[Weapons.tbl#Weapon Flags|(Huge)]] even larger vessels.&lt;br /&gt;
*Weapon can be shot down [[Weapons.tbl#Weapon Flags|(Bomb)]]&lt;br /&gt;
*Weapon must be locked onto the target in order to be fired [[Weapons.tbl#Weapon Flags|(No Dumbfire)]]&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|Other than its trail I see no difference between this and the [[GTM Harbinger]], probably just there to keep the player from noticing the [[Shivan]]s are firing [[GTM Harbinger|Harbingers]]&lt;br /&gt;
Actually this is inferior to the Harbinger in shield and subsystem damage, but is otherwise the same.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Aquila7</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Unknown_Megabomb&amp;diff=28940</id>
		<title>Unknown Megabomb</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Unknown_Megabomb&amp;diff=28940"/>
		<updated>2010-04-21T22:20:54Z</updated>

		<summary type="html">&lt;p&gt;Aquila7: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Unknown Megabomb'''&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
==Description==&lt;br /&gt;
Very [[GTM Harbinger]] like bomb used by Shivans&lt;br /&gt;
==Table notes==&lt;br /&gt;
:''Another Unknown Bomb?''&lt;br /&gt;
:''Would be nice to know who uses this and what it is for.''&lt;br /&gt;
:''Shivan, just like harbinger, only it's shivan''&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
&lt;br /&gt;
===Statistics (FS1)===&lt;br /&gt;
{{Secondary|1 500|30.0|50|3 200|Full|3 200|None|0|Full|3 200|100 / 450|Aspect Seeking|N / A|12.0 s|1.5 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Statistics (FS2)===&lt;br /&gt;
{{Secondary|1 500|30.0|50|3 200|Full|3 200|Very Poor|640|Full|3 200|100 / 450|Aspect Seeking|N / A|12.0 s|1.5 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Weapon is capable of easily damaging [[Weapons.tbl#Weapon Flags|(Huge)]] even larger vessels.&lt;br /&gt;
*Weapon can be shot down [[Weapons.tbl#Weapon Flags|(Bomb)]]&lt;br /&gt;
*Weapon must be locked onto the target in order to be fired [[Weapons.tbl#Weapon Flags|(No Dumbfire)]]&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|Other than its trail I see no difference between this and the [[GTM Harbinger]], probably just there to keep the player from noticing the [[Shivan]]s are firing [[GTM Harbinger|Harbingers]]}}&lt;br /&gt;
Actually this is inferior to the Harbinger in shield and subsystem damage, but is otherwise the same.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Aquila7</name></author>
		
	</entry>
</feed>