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	<id>https://wiki.hard-light.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Supernova</id>
	<title>FreeSpace Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.hard-light.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Supernova"/>
	<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php/Special:Contributions/Supernova"/>
	<updated>2026-04-17T15:44:17Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.31.7</generator>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Playing_tips_(multiplayer)&amp;diff=13741</id>
		<title>Playing tips (multiplayer)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Playing_tips_(multiplayer)&amp;diff=13741"/>
		<updated>2007-10-27T17:31:06Z</updated>

		<summary type="html">&lt;p&gt;Supernova: Multiplayer category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some aspects of playing multiplayer missions are very different from singleplayer, and again others are basically the same but require some tweaking due to the latency the comes from playing over the internet. Below are some quick tips that should help get accustomed to playing Multiplayer games on Freespace Open.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*'''Weapon Lead:''' In singleplayer games, the lead indicator will always be correct if the target does not change direction. However, in multiplayer one often has to aim slightly in front of the lead indicator to compensate for latency, as position updates from other players take longer to arrive. The exact amount of extra lead needed depends on your current latency, and may differ depending on host and game participants, so figuring it out in each game is a bit of trial and error.&lt;br /&gt;
&lt;br /&gt;
*'''Respawns:''' In multiplayer games, you may have several respawns. In other words, dying is not necessarily the end of the mission as you will simply reappear in a brand new ship as long as you have respawns left. The number of respawns is set by the host, within the limits set by the mission being played.&lt;br /&gt;
&lt;br /&gt;
*'''Self-Destruct:''' Using the '''''Shift-End''''' key combination, it is possible to destroy your own ship. This may seem counterproductive, but you may often find yourself out of secondaries or in a badly damaged ship and thus unable to effectively play your part in the mission. Self destructing - as long as your have respawns left - will fix you up with a fully armed ship in perfect condition, which can potentially make the difference between a win and a loss in difficult missions. If you know a mission and knnow that a difficult part of it is coming up, it can also be a good idea to do a pre-emptive self destruct if you are damaged or running low on missiles, even if you still have some fighting ability left. Be aware that deaths do affect your score, so while it is useful, do not self destruct without reason.&lt;br /&gt;
&lt;br /&gt;
*'''Communication:''' In multiplayer games, the '''''1''''' key will let you send messages to all participants, and in Team vs Team games the '''''2''''' key will let you send messages to your team only. The comms menu ('''''C''''') functions as normal when brought up.&lt;br /&gt;
&lt;br /&gt;
[[Category:Multiplayer]]&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Multiplayer_lingo&amp;diff=13740</id>
		<title>Multiplayer lingo</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Multiplayer_lingo&amp;diff=13740"/>
		<updated>2007-10-27T17:30:34Z</updated>

		<summary type="html">&lt;p&gt;Supernova: Multiplayer category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Following lists some of the terms commonly seen on multiplayer chat screens.&lt;br /&gt;
*'''AI:''' Computer controlled ships&lt;br /&gt;
*'''EMP:''' The EMP missile&lt;br /&gt;
*'''Fire:''' The Infyrno missile&lt;br /&gt;
*'''Fish:''' The Piranha missile&lt;br /&gt;
*'''Lock/Unlock:''' Refers to the 'Lock' button on the mission briefing screen. The host (or in TvT game, team captains) have to click the &amp;quot;Lock&amp;quot; button to allow other pilots/wingmates to make ship/loadout changes. &lt;br /&gt;
*'''LOW (object updates):''' Setting the &amp;quot;Object Updates&amp;quot; on &amp;quot;LOW&amp;quot; on the multiplayer options page - the preferred setting for MP clients. Limits the connection bit rate between the MP host and the client in order to make the game run smoother for everyone. Using something else tha LOW against host instructions may get you kicked! Later FS2 OPen builds provide a means for the host to force low object updates (the -cap_object_update flag).&lt;br /&gt;
*'''SD:''' Self Destruct (by pressing SHIFT+END)&lt;br /&gt;
*'''STD rules:''' Standard Rules - A set of rules commonly followed in TvT matches: no AI, no EMP, no Fire, no Fish, no SD allowed during the game.&lt;br /&gt;
&lt;br /&gt;
[[Category:Multiplayer]]&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=User:Akenbosch&amp;diff=12647</id>
		<title>User:Akenbosch</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=User:Akenbosch&amp;diff=12647"/>
		<updated>2007-09-20T23:05:08Z</updated>

		<summary type="html">&lt;p&gt;Supernova: New page: Does not understand the importance of the shift and period keys.  ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does not understand the importance of the shift and period keys. &lt;br /&gt;
[[User:Supernova|Supernova]] 18:05, 20 September 2007 (CDT)&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=LRBGreen&amp;diff=11406</id>
		<title>LRBGreen</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=LRBGreen&amp;diff=11406"/>
		<updated>2007-08-15T16:55:08Z</updated>

		<summary type="html">&lt;p&gt;Supernova: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Long Range Very Large Green Beam''' is a beam used by the [[Terrans]] in the [[Portal:Freespace 2|Freespace 2]]&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
==Description==&lt;br /&gt;
Terran anti-capital ship beam weapon&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Beam|8 000|35|4|Direct|1|10 450|41 800}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
''Just a long range version of the [[BFGreen]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Same damage of the BFGreen, just twice the range, beating the BFRed by 600 metres. However, this does not offer a sufficient advantage against the BFRed''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=LRBGreen&amp;diff=11405</id>
		<title>LRBGreen</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=LRBGreen&amp;diff=11405"/>
		<updated>2007-08-15T16:54:29Z</updated>

		<summary type="html">&lt;p&gt;Supernova: How it was used&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Long Range Very Large Green Beam''' is a beam used by the [[Terrans]] in the [[Portal:Freespace 2|Freespace 2]]&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
==Description==&lt;br /&gt;
Terran anti-capital ship beam weapon&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Beam|8 000|35|4|Direct|1|10 450|41 800}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Used by the [[Colossus]] in [[High Noon]].&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
''Just a long range version of the [[BFGreen]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Same damage of the BFGreen, just twice the range, beating the BFRed by 600 metres. However, this does not offer a sufficient advantage against the BFRed''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=File_talk:Mine_event_standard.JPG&amp;diff=11394</id>
		<title>File talk:Mine event standard.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=File_talk:Mine_event_standard.JPG&amp;diff=11394"/>
		<updated>2007-08-13T16:23:57Z</updated>

		<summary type="html">&lt;p&gt;Supernova: Still didn't work&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please don't use jpg for things like this, use PNG. I will upload a PNG version at some point. [[User:Bruce89|Bruce89]] 15:04, 11 August 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
Unfortunately, PNG uploads aren't allowed. Good idea though, better quality is always nice. [[User:Shade|Shade]] 17:09, 11 August 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
Is there a page where you can control which filetypes are allowed?  You're a sysop now, Shade, so you can fix it. ;) On the other hand, if it's a configuration issue, an admin may have to muck around with the website settings. [[User:Goober5000|Goober5000]] 23:31, 11 August 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
:I am not sure about this but it might have something to do with Mediawikis config settings. http://www.hard-light.net/forums/index.php?PHPSESSID=h05i80htp1rh118mr56ajs48k5&amp;amp;topic=48826.msg990814#new AFAIK I cant even check that (afaik LocalSettings.php file http://www.mediawiki.org/wiki/Manual:Configuration_settings) to view info so its up to some one else to do it. - [[User:Wanderer|Wanderer]] 01:06, 12 August 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
There wasn't any page I could find that lets us edit those permissions, so I think it's up to the higher powers (after all, we all know bureaucrats are the de-facto higher powers these days). Nor are we able to bypass it ourselves, I tried uploading the same file and it'll gladly say &amp;quot;No, Bad!&amp;quot; to sysops too :p - [[User:Shade|Shade]] 08:01, 12 August 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
Indeed, this is a file that has to be edited by the administrator of the wiki machine, or someone who can access its files. Specifically it has to be [http://www.mediawiki.org/wiki/Manual:$wgFileExtensions $wgFileExtensions] of the LocalSettings.php file in the MediaWiki installation. [[User:Bruce89|Bruce89]] 12:56, 12 August 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Try now. [[User:Goober5000|Goober5000]] 18:58, 12 August 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Still doesn't work - &amp;quot;The file is corrupt or has an incorrect extension. Please check the file and upload again.&amp;quot; I tried with the PNG and png extensions. [[User:Bruce89|Bruce89]] 11:21, 13 August 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::I just tried it, too. - Still doesn't work. - [[User:Supernova|Supernova]] 12:08, 13 August 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Talk:Corporations&amp;diff=11373</id>
		<title>Talk:Corporations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Talk:Corporations&amp;diff=11373"/>
		<updated>2007-08-12T17:07:48Z</updated>

		<summary type="html">&lt;p&gt;Supernova: spelling mistake&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The non canon corps should be flagged as such, i've already flagged MT, but if there's any others that are in there or will be added they should be flagged also.&lt;br /&gt;
-oohal&lt;br /&gt;
&lt;br /&gt;
== WTF Snapka/Flegel? ==&lt;br /&gt;
&lt;br /&gt;
And this stuff about snapka/flegel or whatever is both not canon and not encyclopedic--this is an encyclopedia, not a joke.&lt;br /&gt;
::What's this article, anyways? Really, what is it? --[[User:Selectah|Selectah]] 23:24, 21 November 2006 (CST)&lt;br /&gt;
:::A list of corporations, maybe? --[[User:Snail|Snail]] 13:53, 23 July 2007 (GMT)&lt;br /&gt;
&lt;br /&gt;
==Hades and Triton?!!?==&lt;br /&gt;
&lt;br /&gt;
What the hell? Hades was made by Triton Dynamics? Impossible! It must be made by NTF Dynamics.[[User:Nubbles|Nubbles]] 04:22, 12 August 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
The Hades was constructed by the GTI. And what are you saying about NTF Dynamics?  - [[User:Supernova|Supernova]] 12:52. 12 August, 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Talk:Corporations&amp;diff=11372</id>
		<title>Talk:Corporations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Talk:Corporations&amp;diff=11372"/>
		<updated>2007-08-12T17:07:25Z</updated>

		<summary type="html">&lt;p&gt;Supernova: NTF What?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The non canon corps should be flagged as such, i've already flagged MT, but if there's any others that are in there or will be added they should be flagged also.&lt;br /&gt;
-oohal&lt;br /&gt;
&lt;br /&gt;
== WTF Snapka/Flegel? ==&lt;br /&gt;
&lt;br /&gt;
And this stuff about snapka/flegel or whatever is both not canon and not encyclopedic--this is an encyclopedia, not a joke.&lt;br /&gt;
::What's this article, anyways? Really, what is it? --[[User:Selectah|Selectah]] 23:24, 21 November 2006 (CST)&lt;br /&gt;
:::A list of corporations, maybe? --[[User:Snail|Snail]] 13:53, 23 July 2007 (GMT)&lt;br /&gt;
&lt;br /&gt;
==Hades and Triton?!!?==&lt;br /&gt;
&lt;br /&gt;
What the hell? Hades was made by Triton Dynamics? Impossible! It must be made by NTF Dynamics.[[User:Nubbles|Nubbles]] 04:22, 12 August 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
The Hades was consturcted by the GTI. And what are you saying about NTF Dynamics?  - [[User:Supernova|Supernova]] 12:52. 12 August, 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Total_conversions&amp;diff=11361</id>
		<title>Total conversions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Total_conversions&amp;diff=11361"/>
		<updated>2007-08-11T19:45:47Z</updated>

		<summary type="html">&lt;p&gt;Supernova: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FreeSpace 2 Open engine has lot of potential and it has been used to create various '''total conversions''' that basically replace all the files related to original FreeSpace 2 with their own files. Due to terms set in the release of the FreeSpace 2 source code in 2002 none of the total conversions using FreeSpace 2 Open engine may be used for commercial purposes.&lt;br /&gt;
&lt;br /&gt;
==Released total conversions==&lt;br /&gt;
&lt;br /&gt;
===[[Beyond the Red Line]]===&lt;br /&gt;
&lt;br /&gt;
[[Image:Btrl logo 250x100.jpg]]&lt;br /&gt;
&lt;br /&gt;
Beyond the Red Line is a total conversion based on the Battlestar Galactica (Reimagined) TV series.&lt;br /&gt;
&lt;br /&gt;
*'''Current release:''' ''Playable demo''&lt;br /&gt;
&lt;br /&gt;
===[[The Babylon Project]]===&lt;br /&gt;
&lt;br /&gt;
[[Image:TBP logo 255x112.jpg]]&lt;br /&gt;
&lt;br /&gt;
The Babylon Project is a total conversion using the scenery from Babylon 5 universe. It features multiple campaigns and over a hundred models based on designs from the Babylon 5 universe.&lt;br /&gt;
&lt;br /&gt;
*'''Current release:''' ''3.4 Beta''&lt;br /&gt;
&lt;br /&gt;
===[[Wing Commander Saga]]===&lt;br /&gt;
&lt;br /&gt;
[[Image:Wcs logo 160 128.jpg]]&lt;br /&gt;
&lt;br /&gt;
The Wing Commander Saga is a total conversion combining the FreeSpace 2 engine with the universe from the Wing Commander.&lt;br /&gt;
&lt;br /&gt;
*'''Current release:''' ''Prologue''&lt;br /&gt;
&lt;br /&gt;
==Other total conversions==&lt;br /&gt;
&lt;br /&gt;
===[[The Apocalypse Project]]===&lt;br /&gt;
&lt;br /&gt;
===[[Starfox: Shadows of Lylat]]===&lt;br /&gt;
&lt;br /&gt;
Shadows of Lylat is a total conversion based on the Starfox video game series.&lt;br /&gt;
&lt;br /&gt;
[[Image:SoL.gif]]&lt;br /&gt;
&lt;br /&gt;
*'''Release Date:''' 2007/2008, chapter 1 release&lt;br /&gt;
&lt;br /&gt;
===[[Star Wars Conversion|''Star Wars'' Conversion]]===&lt;br /&gt;
The ''Star Wars'' Conversion is a project to put ''Star Wars'' into ''FreeSpace'', preserving the gameplay of FS. Currently, the ''Star Wars'' Conversion project is actively progressing.&lt;br /&gt;
&lt;br /&gt;
==[[Halo for Freespace]]==&lt;br /&gt;
&lt;br /&gt;
Bringing the Halo universe to FreeSpace 2!&lt;br /&gt;
&lt;br /&gt;
===[[Fringespace]]===&lt;br /&gt;
&lt;br /&gt;
This project is designed to duplicate, as closely as possible, the &amp;quot;feel&amp;quot; of Tachyon: The Fringe, within the Freespace2_Open game engine as well as an attempt to update the visuals and the playing experience for Tachyon fans.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fs_logo_sm.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Main]]&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Portal:Multiplayer&amp;diff=11340</id>
		<title>Portal:Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Portal:Multiplayer&amp;diff=11340"/>
		<updated>2007-08-11T14:48:22Z</updated>

		<summary type="html">&lt;p&gt;Supernova: I heard it takes a lot of work to bump up the player limit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=0 align=center cellpadding=4 cellspacing=0 width=95% style=&amp;quot;margin: 0 0 1em 1em; background: #202020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|'''The Freespace Multiplayer Portal'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=0 align=right cellpadding=4 cellspacing=0 width=20% style=&amp;quot;margin: 0 0 1em 1em; background: #302020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|'''''Technical'''''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Getting Started Guide]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[List of Supported Mods]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Multiplayer Troubleshooting|Troubleshooting]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Multiplayer FAQ]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|'''''Community'''''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[:Category:Multiplayer Squadrons|Multiplayer Squadrons]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Code of Conduct]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Welcome to the Freespace Multiplayer portal. This section is dedicated to providing guides on how to set up, play, host and and enjoy multiplayer games, as well as useful information about the multiplayer community such as squadrons, codes of conduct and the like.&lt;br /&gt;
&lt;br /&gt;
===Freespace Multiplayer===&lt;br /&gt;
[[Image:Create_game_screen.JPG|left|300px|thumb|Create Game Screen]]&lt;br /&gt;
Currently, the [[FSSCP Introduction|Freespace Open]] engine supports multiplayer games with up to 12 human participants as well as any number of AI players. Play can be both cooperative and head-to-head, and can consist of anything from single mission slugfests up to full-length cooperative campaigns.&lt;br /&gt;
&lt;br /&gt;
All games are currently hosted by one of their participants. The host chooses the mission (''see image to the left''), and has the power to kick players, set priviledges, and the like.&lt;br /&gt;
&lt;br /&gt;
The retail release of Freespace 2 in 1999 included a standalone server option, but due to changes in the multiplayer code since the time of release, it is currently not functioning. Work is ongoing on bringing it back, however, and once it returns information on using it will be available here.&lt;br /&gt;
&lt;br /&gt;
An upgrade of the current multiplayer code is also in progress, and is tentatively slated for release with Freespace Open version 3.6.10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Connection Types===&lt;br /&gt;
There are two ways of playing online games using FSO:&lt;br /&gt;
*Connecting through [[FS2NetD]].&lt;br /&gt;
FS2NetD is a replacement for the Parralax Online service that has now been terminated. It acts as a lobby for multiplayer games, tracking servers and facilitating connections without users needing ot worry about each other's IP addresses, and also tracks stats for games that are played using validated data and missions. It does not actually host the games that are played, acting merely as a middle man.&lt;br /&gt;
&lt;br /&gt;
*Direct IP connection.&lt;br /&gt;
It is also possible to play IP games, but doing this requires all participants to manually enter the IP of the server that hosts the game. This is also the option to use when playing LAN games.&lt;br /&gt;
&lt;br /&gt;
Details of setting up FSO to use either of these two options are explained in the getting started guide.&lt;br /&gt;
&lt;br /&gt;
===MODs and custom missions===&lt;br /&gt;
It is possible to use MODs and play custom missions using FSO. Mods will need to be distributed to all participating players in advance, but missions will be automatically distributed if any participants are missing them.&lt;br /&gt;
&lt;br /&gt;
When playing on FS2NetD, note that while MODs and custom missions are allowed, stats will not be saved for games that use them. ''Only'' games using validated missions and data are counted. For IP games where stats are not saved anyway, there are no such considerations.&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://www.game-warden.com/forum/showthread.php?t=267 GameWarden Multiplayer FAQ &amp;amp; Getting started guide]&lt;br /&gt;
*[http://fs2netd.game-warden.com/ FS2NetD Website - Player stats &amp;amp; Information about current games]&lt;br /&gt;
*[http://www.hard-light.net/forums/index.php/board,135.0.html HLP Multiplayer Forum]&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Multiplayer(Main)&amp;diff=11121</id>
		<title>Multiplayer(Main)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Multiplayer(Main)&amp;diff=11121"/>
		<updated>2007-08-02T23:19:41Z</updated>

		<summary type="html">&lt;p&gt;Supernova: Standalone servers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==FS2NetD - SCP Multiplayer==&lt;br /&gt;
FS2NetD is an online FS2 game tracker.  It acts as a lobby for multiplayer games, and it tracks registered pilots and mission statistics.  When PXO is slated to be back online in 2007, FS2NetD will go away.&lt;br /&gt;
&lt;br /&gt;
Related:  [[Getting Started with FS2netD]]&amp;amp;nbsp;&amp;amp;nbsp; [[Logging On]]  [[Category:Source Code Project]]&lt;br /&gt;
&lt;br /&gt;
==Multiplay over TCP/IP==&lt;br /&gt;
FreeSpace 2 can also be played by connecting directly to a hosting game via their i.p. address.&lt;br /&gt;
&lt;br /&gt;
==Standalone Servers==&lt;br /&gt;
A dedicated/standalone FreeSpace2 server can be run on the Windows platform.  This is enabled with the [[Command-Line_Reference#-standalone|-standalone]] option. Currently, standalone servers do not work properly on FS2_Open.&lt;br /&gt;
&lt;br /&gt;
Some options for the standalone server can be specified in the multi.cfg file located in your FreeSpace2\data\ directory.  For example, this simple multi.cfg file gives a default game name for a standalone server of &amp;quot;Nova Cafe&amp;quot;:&lt;br /&gt;
 +name          Nova Cafe&lt;br /&gt;
&lt;br /&gt;
Related:  [http://www.pxo.net/faq_fs2demo.cfm Information on multi.cfg]  [[Sample multi.cfg file]]&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Talk:Is-iff&amp;diff=11106</id>
		<title>Talk:Is-iff</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Talk:Is-iff&amp;diff=11106"/>
		<updated>2007-08-01T15:40:24Z</updated>

		<summary type="html">&lt;p&gt;Supernova: Is-Iff used in FS1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The retail version of this SEXP doesn't work, period.  Running a mission with an is-iff call will crash retail FS2 every time.  --  [[User:BlueFlames|BlueFlames]] 16:46, 31 July 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
Works for me. Just made a test mission in retail FRED2, using is-iff, and played it no problems in retail FS2. Are you sure you didn't make your test mission in Fred2_open instead of retail FRED? [[User:Shade|Shade]] 17:01, 31 July 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
Last time I tested it, there wasn't a FRED2_Open to get confused with.  Since then, I've been in the habit of checking if an event to change a ship's IFF had come true, instead of directly checking the ship's IFF.  Anyway, it could just be a bug in a specific usage of is-iff that I thought was a general bug with the operator.  --  [[User:BlueFlames|BlueFlames]] 18:23, 31 July 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
I remember playing a mission in FS1 that used is-iff and there were no problems. - [[User:Supernova|Supernova]] 11:26, 1 August 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Talk:SCP_SEXP_Reference&amp;diff=11078</id>
		<title>Talk:SCP SEXP Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Talk:SCP_SEXP_Reference&amp;diff=11078"/>
		<updated>2007-07-30T23:12:41Z</updated>

		<summary type="html">&lt;p&gt;Supernova: Retail SEXPs?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Retail SEXPs==&lt;br /&gt;
&lt;br /&gt;
Were [[is-iff]], [[shield-recharge-pct]], [[engine-recharge-pct]], [[weapon-recharge-pct]], [[was-promotion-granted]], and [[was-medal-granted]] modified in FS2_Open? - [[User:Supernova|Supernova]]&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=User:Supernova&amp;diff=11077</id>
		<title>User:Supernova</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=User:Supernova&amp;diff=11077"/>
		<updated>2007-07-30T23:04:47Z</updated>

		<summary type="html">&lt;p&gt;Supernova: New page: Multiplayer pilot.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Multiplayer pilot.&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=GTB_Hydra&amp;diff=11076</id>
		<title>GTB Hydra</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=GTB_Hydra&amp;diff=11076"/>
		<updated>2007-07-30T23:01:59Z</updated>

		<summary type="html">&lt;p&gt;Supernova: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{non-canon}}&lt;br /&gt;
&lt;br /&gt;
{{User-made Ships|''GTB '''Hydra'''''}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;placeholder until I get around to tracking it down in the tables plus lab shot&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Hydra is essentially a table hack of the [[GTB Artemis D.H.|Artemis D.H. bomber]] so that it now supports the UD-8 Kayser. Nothing more or less.&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Tooltips.tbl&amp;diff=11075</id>
		<title>Tooltips.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Tooltips.tbl&amp;diff=11075"/>
		<updated>2007-07-30T22:59:11Z</updated>

		<summary type="html">&lt;p&gt;Supernova: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Table used for defining tooltips in FS1. Must require editing for it to be enabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Replaced with [[Tips.tbl]] in FreeSpace 2 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Awardable_Medals&amp;diff=11068</id>
		<title>Awardable Medals</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Awardable_Medals&amp;diff=11068"/>
		<updated>2007-07-30T20:58:06Z</updated>

		<summary type="html">&lt;p&gt;Supernova: New page: ==FS1 Medals==  Conspicuous Gallantry &amp;lt;br&amp;gt; Vasudan Alliance &amp;lt;br&amp;gt; Distinguished Flying Cross &amp;lt;br&amp;gt; Commendation Medal &amp;lt;br&amp;gt; Galatea Survivor &amp;lt;br&amp;gt; Legion of Merit &amp;lt;br&amp;gt; Meritorious Unit &amp;lt;br&amp;gt; Me...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==FS1 Medals==&lt;br /&gt;
&lt;br /&gt;
Conspicuous Gallantry &amp;lt;br&amp;gt;&lt;br /&gt;
Vasudan Alliance &amp;lt;br&amp;gt;&lt;br /&gt;
Distinguished Flying Cross &amp;lt;br&amp;gt;&lt;br /&gt;
Commendation Medal &amp;lt;br&amp;gt;&lt;br /&gt;
Galatea Survivor &amp;lt;br&amp;gt;&lt;br /&gt;
Legion of Merit &amp;lt;br&amp;gt;&lt;br /&gt;
Meritorious Unit &amp;lt;br&amp;gt;&lt;br /&gt;
Medal of Honor &amp;lt;br&amp;gt;&lt;br /&gt;
Galactic Service &amp;lt;br&amp;gt;&lt;br /&gt;
Military Defense &amp;lt;br&amp;gt;&lt;br /&gt;
Good Conduct &amp;lt;br&amp;gt;&lt;br /&gt;
Distinguished Service Cross &amp;lt;br&amp;gt;&lt;br /&gt;
Wings &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==FS2 Medals==&lt;br /&gt;
&lt;br /&gt;
Epsilon Pegasi Liberation &amp;lt;br&amp;gt;&lt;br /&gt;
Imperial Order of Vasuda &amp;lt;br&amp;gt;&lt;br /&gt;
Distinguished Flying Cross &amp;lt;br&amp;gt;&lt;br /&gt;
SOC Service Medallion &amp;lt;br&amp;gt;&lt;br /&gt;
Intelligence Cross &amp;lt;br&amp;gt;&lt;br /&gt;
Order of Galatea &amp;lt;br&amp;gt;&lt;br /&gt;
Meritorious Unit Commendation &amp;lt;br&amp;gt;&lt;br /&gt;
Medal of Valor &amp;lt;br&amp;gt;&lt;br /&gt;
GTVA Legion of Honor &amp;lt;br&amp;gt;&lt;br /&gt;
Allied Defense Citation &amp;lt;br&amp;gt;&lt;br /&gt;
Nebula Campaign Victory Star &amp;lt;br&amp;gt;&lt;br /&gt;
NTF Campaign Victory Star &amp;lt;br&amp;gt;&lt;br /&gt;
Wings &amp;lt;br&amp;gt;&lt;br /&gt;
SOC Unit Crest &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Disruptor&amp;diff=11067</id>
		<title>Disruptor</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Disruptor&amp;diff=11067"/>
		<updated>2007-07-30T20:45:34Z</updated>

		<summary type="html">&lt;p&gt;Supernova: New page: GTW Disruptor &amp;lt;br&amp;gt; GTM Disruptor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[GTW Disruptor]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[GTM D-Missile|GTM Disruptor]]&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=FreeSpace_1_Shivan_Ship_Database&amp;diff=11066</id>
		<title>FreeSpace 1 Shivan Ship Database</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=FreeSpace_1_Shivan_Ship_Database&amp;diff=11066"/>
		<updated>2007-07-30T20:01:46Z</updated>

		<summary type="html">&lt;p&gt;Supernova: SC Raja&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====ST Azrael====&lt;br /&gt;
*Does not appear in any missions&lt;br /&gt;
*ST Azrael class transport&lt;br /&gt;
*Disabled by GTA wing in Antares&lt;br /&gt;
*Boarded by GTA marines during Hallfight&lt;br /&gt;
*Destroyed by GTA wing in Antares (probably)&lt;br /&gt;
&lt;br /&gt;
====SFr Ba'al====&lt;br /&gt;
*Shivan Freighter&lt;br /&gt;
*Destroyed in [[Shell Game]]&lt;br /&gt;
&lt;br /&gt;
====SFr Ashtaroth====&lt;br /&gt;
*Shivan Freighter&lt;br /&gt;
*Destroyed in [[Shell Game]]&lt;br /&gt;
&lt;br /&gt;
====SC ''Taranis''====&lt;br /&gt;
*[[SC Cain]] class cruiser&lt;br /&gt;
*Ambushed a GTA wing from the GTD ''Bastion'' attempting to scan Shivan cargo&lt;br /&gt;
*Attacked HLC ''Ramses'' disrupting a GTA capture operation&lt;br /&gt;
*Attacked by Delta and Epsilon wings from the GTD ''Galatea''&lt;br /&gt;
*Disarmed and disabled by Alpha, Beta and Gamma wings from the GTD ''Galatea''&lt;br /&gt;
*Docking attempt by GTT ''Omega 1'' failed&lt;br /&gt;
*Docking attempt by GTT ''Omega 2'' failed&lt;br /&gt;
*Towed by GTFr ''Halkins'' to GTI ''Tombaugh'' station in Ribos&lt;br /&gt;
*Destroyed by [[SD Lucifer]]&lt;br /&gt;
&lt;br /&gt;
====SC ''Hellions 1'' &amp;amp; ''2''====&lt;br /&gt;
*[[SC Lilith]] and [[SC Cain]] class cruisers&lt;br /&gt;
*Attacked [[GTD Galatea]] in Vega during [[La Ruota Della Fortuna]]&lt;br /&gt;
*Destroyed by [[GTD Galatea]] during [[La Ruota Della Fortuna]]&lt;br /&gt;
&lt;br /&gt;
====SC ''Raja''====&lt;br /&gt;
*[[SC Cain]] class cruiser.&lt;br /&gt;
*Present during [[Evangelist]]&lt;br /&gt;
*Destroyed by Alpha, Beta and Gamma in [[Evangelist]]&lt;br /&gt;
* Only appears if player fails to scan capital ships in [[Playing Judas]]&lt;br /&gt;
&lt;br /&gt;
====SD ''Eva''====&lt;br /&gt;
*[[SD Demon]] class destroyer&lt;br /&gt;
*Led secondary fleet against Vasuda Prime&lt;br /&gt;
*Destroyed by Alpha, Beta and Gamma in [[Evangelist]]&lt;br /&gt;
&lt;br /&gt;
====SD ''Tantalus''====&lt;br /&gt;
*[[SD Demon]] class destroyer&lt;br /&gt;
*Attacks [[GTD Bastion]] in [[Clash of the Titans]]&lt;br /&gt;
*Destroyed by [[GTD Bastion]] and fighter complement&lt;br /&gt;
&lt;br /&gt;
====SD ''Lucifer''====&lt;br /&gt;
*[[SD Lucifer]] class superdestroyer&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Talk:Pixels.tbl&amp;diff=11035</id>
		<title>Talk:Pixels.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Talk:Pixels.tbl&amp;diff=11035"/>
		<updated>2007-07-30T14:08:22Z</updated>

		<summary type="html">&lt;p&gt;Supernova: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Obsolete table?==&lt;br /&gt;
I added some more info.. but does this table have any use any more? - [[User:Wanderer|Wanderer]] 03:31, 30 July 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Probably will have an effect on Glide mode. - [[User:Supernova|Supernova]] 09:54, 30 July 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Ships.tbl&amp;diff=11021</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Ships.tbl&amp;diff=11021"/>
		<updated>2007-07-29T16:59:33Z</updated>

		<summary type="html">&lt;p&gt;Supernova: /* $ND: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Revision information.. &amp;lt;!-- Please update this information when page is updated --&amp;gt;&lt;br /&gt;
::'''3.6.x branch:''' 2.336.2.71&lt;br /&gt;
::'''3.7 branch:''' 2.425&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Links to archived versions:&lt;br /&gt;
*[[Ships.tbl/CVS_version|CVS version of ships.tbl]]&lt;br /&gt;
*[[Ships.tbl/Retail_version|Retail version of ships.tbl]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''Default Player Ship'''&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''Engine Wash Info'''&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table37|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''Ship Templates'''&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;'''Ship Classes'''&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
:*'''$Player Ship Precedence'''&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: ''Name'', name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named 'default'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash. &lt;br /&gt;
*Syntax: '''''String'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: '''''Float''''', degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the lenght of the engine wash&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strenght of the engine wash&lt;br /&gt;
*Syntax: '''''Float''''', blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: '''''String''''', name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: '''''String''''', name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&lt;br /&gt;
*Syntax: '''''String'''''', name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table36| &lt;br /&gt;
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: '''''String''''', name of the template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: '''''String''''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship. &lt;br /&gt;
{{Table36|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''String''''', name of the species&lt;br /&gt;
**Example: ''Terran''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical description===&lt;br /&gt;
List of discriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
+Type:                     XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
+Maneuverability:          XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
+Armor:                    XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
+Manufacturer:             XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
+Description:              XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
+Tech Description:         XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
+Length:                   20 m&lt;br /&gt;
+Gun Mounts:               4&lt;br /&gt;
+Missile Banks:            1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF file:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*'''+old:'''&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''+new:'''&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target file:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: '''''Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail distance:===&lt;br /&gt;
*Definies the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. ''(We need a coder to post here the multiplier values that each level sets)''.&lt;br /&gt;
*Syntax: '''''(Detail Distances)''''' , list of '''integers''' (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: ''(0, 80, 300, 900)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticable in Glide or Software mode.&lt;br /&gt;
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: ''42, 42, 224''&lt;br /&gt;
&lt;br /&gt;
===$Show damage:===&lt;br /&gt;
*No known function. Best left alone to avoid possible compatibility issues.&lt;br /&gt;
*Syntax: '''''Boolean''''', yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*'''+Damage Type:'''&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
{{Table37|&lt;br /&gt;
*'''+Damage Type:''' does not exist in 3.7 branch}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*'''+Max particles:'''&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: '''''Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
{{Table37|&lt;br /&gt;
*In 3.7 impact spew earlier entry has been replaced with full particle emitter&lt;br /&gt;
*'''+Texture:'''&lt;br /&gt;
**Defines the texture used for the particle&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''+Relative Position:'''&lt;br /&gt;
**Defines the relative position of the particle&lt;br /&gt;
**Syntax: '''''Vector'''', three '''floats''', x-axis, y-axis, z-axis, respectively&lt;br /&gt;
*'''+Relative Velocity:'''&lt;br /&gt;
**Defines the relative velocity of the particle emitter&lt;br /&gt;
**Syntax: '''''Vector'''', three '''floats''', x-axis, y-axis, z-axis, respectively&lt;br /&gt;
*'''+Relative Normal:'''&lt;br /&gt;
**Defines the relative normal of the particle emitter&lt;br /&gt;
**Syntax: '''''Vector'''', three '''floats''', x-axis, y-axis, z-axis, respectively&lt;br /&gt;
*'''+Normal Variance:'''&lt;br /&gt;
**Syntax: '''''Float''''&lt;br /&gt;
*'''+Min Radius:'''&lt;br /&gt;
**Syntax: '''''Float''''&lt;br /&gt;
*'''+Max Radius:'''&lt;br /&gt;
**Syntax: '''''Float''''&lt;br /&gt;
*'''+Min Speed:'''&lt;br /&gt;
**Syntax: '''''Float''''&lt;br /&gt;
*'''+Max Speed:'''&lt;br /&gt;
**Syntax: '''''Float''''&lt;br /&gt;
*'''+Min Lifetime:'''&lt;br /&gt;
**Syntax: '''''Float''''&lt;br /&gt;
*'''+Max Lifetime:'''&lt;br /&gt;
**Syntax: '''''Float''''&lt;br /&gt;
*'''+Min Particles:'''&lt;br /&gt;
**Syntax: '''''Integer''''&lt;br /&gt;
*'''+Max Particles:'''&lt;br /&gt;
**Syntax: '''''Integer''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Used to define the damage particle spew&lt;br /&gt;
*'''+Max particles:'''&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: '''''Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
{{Table37|&lt;br /&gt;
*In 3.7 damage spew earlier entry has been replaced with full particle emitter&lt;br /&gt;
*'''+Texture:'''&lt;br /&gt;
**Defines the texture used for the particle&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''+Relative Position:'''&lt;br /&gt;
**Defines the relative position of the particle&lt;br /&gt;
**Syntax: '''''Vector'''', three '''floats''', x-axis, y-axis, z-axis, respectively&lt;br /&gt;
*'''+Relative Velocity:'''&lt;br /&gt;
**Defines the relative velocity of the particle emitter&lt;br /&gt;
**Syntax: '''''Vector'''', three '''floats''', x-axis, y-axis, z-axis, respectively&lt;br /&gt;
*'''+Relative Normal:'''&lt;br /&gt;
**Defines the relative normal of the particle emitter&lt;br /&gt;
**Syntax: '''''Vector'''', three '''floats''', x-axis, y-axis, z-axis, respectively&lt;br /&gt;
*'''+Normal Variance:'''&lt;br /&gt;
**Syntax: '''''Float''''&lt;br /&gt;
*'''+Min Radius:'''&lt;br /&gt;
**Syntax: '''''Float''''&lt;br /&gt;
*'''+Max Radius:'''&lt;br /&gt;
**Syntax: '''''Float''''&lt;br /&gt;
*'''+Min Speed:'''&lt;br /&gt;
**Syntax: '''''Float''''&lt;br /&gt;
*'''+Max Speed:'''&lt;br /&gt;
**Syntax: '''''Float''''&lt;br /&gt;
*'''+Min Lifetime:'''&lt;br /&gt;
**Syntax: '''''Float''''&lt;br /&gt;
*'''+Max Lifetime:'''&lt;br /&gt;
**Syntax: '''''Float''''&lt;br /&gt;
*'''+Min Particles:'''&lt;br /&gt;
**Syntax: '''''Integer''''&lt;br /&gt;
*'''+Max Particles:'''&lt;br /&gt;
**Syntax: '''''Integer''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*'''+Damage Type:'''&lt;br /&gt;
**Defines the damage type of the debris&lt;br /&gt;
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
{{Table37|&lt;br /&gt;
*'''+Damage Type:''' does not exist in 3.7 branch&lt;br /&gt;
*'''+Min Lifetime:'''&lt;br /&gt;
**Defines the minimum lifetime of the debris&lt;br /&gt;
**Syntax: '''''Float''''&lt;br /&gt;
*+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: '''''Float''''&lt;br /&gt;
*+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: '''''Float''''&lt;br /&gt;
*+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: '''''Float''''&lt;br /&gt;
*+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris&lt;br /&gt;
**Syntax: '''''Float''''&lt;br /&gt;
*+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: '''''Float''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*This defines how hard you hit something. If you set it very high, a collision will severely damage your ship, and push the lower density object away; the higher the numbers are, the harder they will hit and the farther they will be pushed. Setting a density of 10 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid.&lt;br /&gt;
*Syntax: '''''Float''''', usually 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, &amp;quot;this has no physics, like Wing Commander.&amp;quot; The more damping, the harder to control, but the more smoothly it moves.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Same thing, but for rotational movement.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: ''0.0, 0.0, 80.0''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotation time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z -axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis&lt;br /&gt;
*Syntax: '''''Vector''''', three '''floats''', seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: ''3.0, 2.6, 5.0''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: '''''Float''''', meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward accel:===&lt;br /&gt;
*Number of seconds needed from full stop to maximum velocity&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward decel:===&lt;br /&gt;
*Number of seconds needed from maxumum velocity to full stop&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide accel:=== &lt;br /&gt;
*Same for sliding as the $Forward accel: is for for normal movement.&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide decel:===&lt;br /&gt;
*Same for sliding as the $Forward decel: is for for normal movement.&lt;br /&gt;
*Syntax: '''''Float''''', seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship's facing without changing it's direction.&lt;br /&gt;
*Syntax: '''''Boolean''''', yes or no}}&lt;br /&gt;
{{Table37|&lt;br /&gt;
*'''+Max Glide Speed:'''&lt;br /&gt;
**Defines the maximum glide speed if the glide has been enabled&lt;br /&gt;
**Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin type:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as ''BTRL'' or ''default''.&lt;br /&gt;
*Syntax: '''''String'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin speed:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Sets the speed at which the ship warps in for '''default''' warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for '''BTRL''' type warpin effects&lt;br /&gt;
*Syntax: '''''Float''''', meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin time:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin radius:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin animation:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the animation used as the warpin effect.&lt;br /&gt;
*Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout type:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as ''BTRL'' or ''default''.&lt;br /&gt;
*Syntax: '''''String'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout speed:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Sets the speed at which the ship warps out for '''default''' warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for '''BTRL''' type warpout effects&lt;br /&gt;
*Syntax: '''''Float''''', meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout time:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout radius:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout animation:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player warpout speed:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl inner rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl outer rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: '''''Float''''', damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl blast:===&lt;br /&gt;
*The intensity of the blast effect when you're within the outer radius&lt;br /&gt;
*Syntax: '''''Float''''', blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: '''''Boolean''''', yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*'''REQUIRES ADDITIONAL TABLE'''. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: '''''Float''''', meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: '''''Integer'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave model:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the textured model used as the ship's 3D shockwave&lt;br /&gt;
*Syntax: '''''String.pof''''', model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: '''''String''''', filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: '''''Float''''', meters&lt;br /&gt;
**Default: ''200''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes). &lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )''''', names of the weapons&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Each of the primary weapon banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.&lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )''''', names of the weapons&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Each of the primary weapon dogfight banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.&lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )''''', names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: '''''( Integer, Integer )'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: '''''( Boolean Boolean )''''', yes or no&lt;br /&gt;
**Example: ''( YES YES )'' - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )''''', names of the weapons&lt;br /&gt;
{{Table36| &lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.&lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )''''', names of the weapons&lt;br /&gt;
{{Table36| &lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.&lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )''''', names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: '''''( Integer, Integer )'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: '''''( Boolean Boolean )'''''&lt;br /&gt;
**Example: ''(YES YES)''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: '''''Float''''', total shield strength&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: ''100, 100, 255''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*The amount of energy available. The higher the output, the faster your weapons recharge.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: '''''Float''''', multiplier of total shield hitpoints recharged each second. ('''NOT A PERCENTAGE''', 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: ''0.02''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: '''''Float''''', multiplier of total gun energy recharged each second ('''NOT A PERCENTAGE''', 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: ''0.04''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be '''$Max Overclock Speed:'''&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: '''''Float''''', meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be '''$Max Weapon Energy:'''&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: '''''Float''''', hitpoints&lt;br /&gt;
**Default: ''100''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: '''''Float''''', multiplier of hitpoints repaired per second, '''NOT A PERCENTAGE''', 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: ''Value'', multiplier of total subsystem hitpoints repaired per second, '''NOT A PERCENTAGE''', 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*'''REQUIRES ADDITIONAL TABLE'''. Defines armor type used for the ship&lt;br /&gt;
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: '''''( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )''''', names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: '''''String''''', name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: '''''Boolean''''', yes or no&lt;br /&gt;
*'''+Aburn Max Vel:'''&lt;br /&gt;
**Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
*'''+Aburn For accel:'''&lt;br /&gt;
**Defined only for the forward acceleration. In same format as $Forward accel:&lt;br /&gt;
**Syntax: '''''Float''''', seconds&lt;br /&gt;
*'''+Aburn Fuel:'''&lt;br /&gt;
**Amount of afterburner fuel the ship has&lt;br /&gt;
**Syntax: '''''Float''''', fuel&lt;br /&gt;
*'''+Aburn Burn Rate:'''&lt;br /&gt;
**Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
**Syntax: '''''Float''''', fuel units per second&lt;br /&gt;
*'''+Aburn Rec Rate:'''&lt;br /&gt;
**Rate the fuel is restored.&lt;br /&gt;
**Syntax: '''''Float''''', fuel units per second&lt;br /&gt;
{{Table36|&lt;br /&gt;
*'''$Trails:'''&lt;br /&gt;
**Allows afterburner trails to be used&lt;br /&gt;
**'''+Bitmap:'''&lt;br /&gt;
***Texture used to draw the afterburner trail&lt;br /&gt;
***Syntax: '''''String''''', filename&lt;br /&gt;
**'''+Width:'''&lt;br /&gt;
***Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
***Syntax: '''''Float''''', meters&lt;br /&gt;
**'''+Alpha:'''&lt;br /&gt;
***Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
***Syntax: '''''Float'''''&lt;br /&gt;
**'''+Life:'''&lt;br /&gt;
***How long the trail will last&lt;br /&gt;
***Syntax: '''''Float''''', seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: '''''String''''', name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: '''''Integer'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: '''''Integer''''', milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_pos:===&lt;br /&gt;
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view&lt;br /&gt;
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom:===&lt;br /&gt;
*How the model will show at techroom. How far the camera's zoomed in, defines camera's FOV.&lt;br /&gt;
*Syntax: '''''Float''''', radians&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown offset:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: '''''Float''''', meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: ''Filename''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_icon:===&lt;br /&gt;
*The icon used in ship selection. &lt;br /&gt;
{{Table36|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: ''Filename''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''String''''', filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout. &lt;br /&gt;
{{Table36|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: '''''String''''', filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: '''''Float'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*'''Defines the primary thruster glow'''&lt;br /&gt;
**'''$Thruster Bitmap 1:'''&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Normal:''' under the '''$Thrustglows:''' entry.&lt;br /&gt;
***Syntax: '''''String''''', filename&lt;br /&gt;
**'''$Thruster Bitmap 1a:'''&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Afterburner:''' under the '''$Thrustglows:''' entry.&lt;br /&gt;
***Syntax: '''''String''''', filename&lt;br /&gt;
**'''$Thruster01 Radius factor:'''&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: '''''Float'''''&lt;br /&gt;
*'''Defines the secondary glow type-effect for thrusters'''&lt;br /&gt;
**'''$Thruster Bitmap 2:'''&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Sec_Normal:''' under the '''$ThrustAnims:''' entry.&lt;br /&gt;
***Syntax: '''''String''''', filename&lt;br /&gt;
**'''$Thruster Bitmap 2a:'''&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Sec_Afterburn:''' under the '''$ThrustAnims:''' entry.&lt;br /&gt;
***Syntax: '''''String''''', filename&lt;br /&gt;
**'''$Thruster02 Radius factor:'''&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: '''''Float'''''&lt;br /&gt;
**'''$Thruster02 Lenght factor:'''&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older '''$Thruster01 Lenght factor:'''&lt;br /&gt;
***Syntax: '''''Float'''''&lt;br /&gt;
*'''Defines the tertiary glow type-effect for thrusters'''&lt;br /&gt;
**'''$Thruster Bitmap 3:'''&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Ter_Normal:''' under the '''$ThrustAnims:''' entry.&lt;br /&gt;
***Syntax: '''''String''''', filename&lt;br /&gt;
**'''$Thruster Bitmap 3a:'''&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Ter_Afterburn:''' under the '''$ThrustAnims:''' entry.&lt;br /&gt;
***Syntax: '''''String''''', filename&lt;br /&gt;
**'''$Thruster03 Radius factor:'''&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*'''$Thruster Particle Bitmap:''' OR '''$Afterburner Particle Bitmap:'''&lt;br /&gt;
**Name of the animation used for particle thrusters, up to '''three''' can be defined for both '''standard''' thrusters and '''afterburners''' (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''$Min Radius:'''&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''$Max Radius:'''&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''$Min created:'''&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''$Max created:'''&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: '''''Float'''''&lt;br /&gt;
*'''$Variance:'''&lt;br /&gt;
**Value that describes the randomnes or particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar. &lt;br /&gt;
{{Table36|&lt;br /&gt;
This field is deprectated, and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max decals:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: '''''Integer''''', maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
*'''+Offset:'''&lt;br /&gt;
**The position of the contrail's head&lt;br /&gt;
**Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively, relative to the center point of the model&lt;br /&gt;
*'''+Start Width:'''&lt;br /&gt;
**The width of the contrail's head&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+End Width:'''&lt;br /&gt;
**The width of the contrail's tail&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+Start Alpha:'''&lt;br /&gt;
**The opacity of the contrail's head&lt;br /&gt;
**Syntax: '''''Float''''', value between 0 and 1&lt;br /&gt;
*'''+End Alpha:'''&lt;br /&gt;
**The opacity of the contrail's tail&lt;br /&gt;
**Syntax: '''''Float''''', value between 0 and 1&lt;br /&gt;
*'''+Max Life:'''&lt;br /&gt;
**How long the contrail remains&lt;br /&gt;
**Syntax: '''''Float'''''', seconds&lt;br /&gt;
*'''+Spew Time:'''&lt;br /&gt;
**Syntax: '''''Integer'''''&lt;br /&gt;
*'''+Bitmap:'''&lt;br /&gt;
**The image to use for the contrail.&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*'''+Index:'''&lt;br /&gt;
**Defines the index number of the manouvering thruster defined in this entry&lt;br /&gt;
**Syntax: '''''Integer'''''&lt;br /&gt;
*'''+Used for:'''&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
**Syntax: '''''String'''''}}&lt;br /&gt;
{{Table37|&lt;br /&gt;
*'''+Flags:'''&lt;br /&gt;
**Flags that modify thruster behavior. As of now, only &amp;quot;no scale&amp;quot; exists, which causes all thrusters to be displayed at the same size regardless of thrust amount.&lt;br /&gt;
**List of flags: no scale&lt;br /&gt;
**Syntax: (&amp;quot;'''''String'''''&amp;quot;), names of the flags}}&lt;br /&gt;
{{Table36|&lt;br /&gt;
*'''+Position:'''&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*'''+Normal:'''&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*'''+Texture:'''&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&lt;br /&gt;
**Syntax: '''''String''''', filename&lt;br /&gt;
*'''+Radius:'''&lt;br /&gt;
**Defines the radius of cylinder&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+Length:'''&lt;br /&gt;
**Defines the lenght of thruster trail&lt;br /&gt;
**Syntax: '''''Float''''', meters&lt;br /&gt;
*'''+StartSnd:'''&lt;br /&gt;
**Defines the sound played when the thruster is started &lt;br /&gt;
**Syntax:  '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*'''+LoopSnd:'''&lt;br /&gt;
**Defines the sound played when the thruster is continously used&lt;br /&gt;
**Syntax:  '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*'''+StopSnd:'''&lt;br /&gt;
**Defines the sound played when the thruster is shutting down&lt;br /&gt;
**Syntax:  '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Subsystems|$Subsystem:]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible to player to fly the ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one '''ship type''' flag per table entry&lt;br /&gt;
{{Table36|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;support&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
====&amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
*Only one such vessel can be defined per species&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;super cap&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;sentry gun&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;escape pod&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot;====&lt;br /&gt;
*Alternate name for the &amp;quot;knossos device&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does ???&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collideable (For example, a hangar entrace)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in FRED.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed, game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player's ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Creates a HUD icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Enables ship to use the firing points' normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( '''''&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;''''')&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF file:                   fighter01.pof&lt;br /&gt;
$Detail distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward accel:              2.0&lt;br /&gt;
$Forward decel:              1.5&lt;br /&gt;
$Slide accel:                0.0&lt;br /&gt;
$Slide decel:                0.0&lt;br /&gt;
$Expl inner rad:             25.0&lt;br /&gt;
$Expl outer rad:             55.0&lt;br /&gt;
$Expl damage:                15.0&lt;br /&gt;
$Expl blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_zoom:               0.5&lt;br /&gt;
$Shield_icon:                shield-f01&lt;br /&gt;
$Ship_icon:                  iconfighter01&lt;br /&gt;
$Ship_anim:                  ssfighter01&lt;br /&gt;
$Ship_overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Tooltips.tbl&amp;diff=11020</id>
		<title>Tooltips.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Tooltips.tbl&amp;diff=11020"/>
		<updated>2007-07-29T16:58:27Z</updated>

		<summary type="html">&lt;p&gt;Supernova: Tooltips.tbl&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Table used for defining tooltips in FS1.&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Pixels.tbl&amp;diff=11019</id>
		<title>Pixels.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Pixels.tbl&amp;diff=11019"/>
		<updated>2007-07-29T16:57:19Z</updated>

		<summary type="html">&lt;p&gt;Supernova: Not sure how to describe the purpose of this table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; +ND 255 255 255&lt;br /&gt;
 +ND 41 41 255&lt;br /&gt;
 +ND 255 0 0&lt;br /&gt;
 +ND 0 255 0&lt;br /&gt;
 +ND 255 244 126&lt;br /&gt;
 &lt;br /&gt;
 #END&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Messages.tbl&amp;diff=11006</id>
		<title>Messages.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Messages.tbl&amp;diff=11006"/>
		<updated>2007-07-28T17:51:55Z</updated>

		<summary type="html">&lt;p&gt;Supernova: ANI file&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Messages table is used to link actions, animations, and sounds of the messages received during the mission.&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
*File begins with persona definitions in '''#Personas''' section&lt;br /&gt;
*All different personas are listed in this section which is immeaditely followed by '''#Messages''' section&lt;br /&gt;
*All actual messages are listed in this section&lt;br /&gt;
*Table ends with '''#End'''&lt;br /&gt;
&lt;br /&gt;
==Personas==&lt;br /&gt;
*Used to define the different personas used for the messages&lt;br /&gt;
&lt;br /&gt;
===$Persona:===&lt;br /&gt;
*Defines the name of the persona&lt;br /&gt;
*Syntax: ''string''&lt;br /&gt;
===$Type:===&lt;br /&gt;
*Defines the type of the persona&lt;br /&gt;
*Available types:&lt;br /&gt;
**'''&amp;quot;wingman&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;support&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;large&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;command&amp;quot;'''&lt;br /&gt;
*Syntax: &amp;quot;''string''&amp;quot;&lt;br /&gt;
===+(Species)===&lt;br /&gt;
*Optional +Species (like '''+Vasudan''') can be used to assign personas to other than to the 'default' species&lt;br /&gt;
*Syntax: +''string''&lt;br /&gt;
&lt;br /&gt;
==Messages==&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the type of the message&lt;br /&gt;
*Available types (types marked with '''*''' do not have code support) :&lt;br /&gt;
**'''&amp;quot;Arrive Enemy&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Attack Target&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Beta Arrived&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Check 6&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Engage&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Gamma Arrived&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Help&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Praise&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Backup&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Ignore Target&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;No&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Oops 1&amp;quot;''' * (Only Command has code support in Retail)&lt;br /&gt;
**'''&amp;quot;Permission&amp;quot;''' *&lt;br /&gt;
**'''&amp;quot;Stray&amp;quot;''' *&lt;br /&gt;
**'''&amp;quot;Depart&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;yes&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Rearm on Way&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;On way&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Rearm warping in&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;No Target&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Docking Start&amp;quot;''' *&lt;br /&gt;
**'''&amp;quot;Repair Done&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Repair Aborted&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Traitor&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Rearm&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Disable Target&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Disarm Target&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Player Dead&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Death&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Support Killed&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;All Clear&amp;quot;''' * &lt;br /&gt;
**'''&amp;quot;All Alone&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Repair&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Delta Arrived&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Epsilon Arrived&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Instructor Hit&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Instructor Attack&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Stray Warning&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Stray Warning Final&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;AWACS at 75&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;AWACS at 25&amp;quot;'''&lt;br /&gt;
*Syntax: &amp;quot;''string''&amp;quot;&lt;br /&gt;
===$Message: '''''OR''''' $MessageNew:===&lt;br /&gt;
*Defines the message shown in game screen when the message is triggered. Value is a reference to [[tstrings.tbl]].&lt;br /&gt;
*The use of '''$MessageNew:''' instead of older '''$Message:''' is recommended.&lt;br /&gt;
*Syntax: XSTR(&amp;quot;'''string'''&amp;quot;, '''integer''')&lt;br /&gt;
===+Persona:===&lt;br /&gt;
*Defines the persona associated with the message&lt;br /&gt;
*Syntax: ''string''&lt;br /&gt;
===+AVI Name:===&lt;br /&gt;
*Sets the ANI file that is played when the message is triggered&lt;br /&gt;
*Syntax: ''string''&lt;br /&gt;
===+Wave Name:===&lt;br /&gt;
*Sets the sounds file that is played when the message is triggered&lt;br /&gt;
*Syntax: ''string''&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
*Part of the retail FreeSpace 2 table&lt;br /&gt;
&amp;lt;pre&amp;gt;#Personas&lt;br /&gt;
&lt;br /&gt;
$Persona: Wingman 1	  &lt;br /&gt;
$Type: wingman&lt;br /&gt;
&lt;br /&gt;
$Persona: Wingman 2&lt;br /&gt;
$Type: wingman&lt;br /&gt;
&lt;br /&gt;
$Persona: Wingman 3&lt;br /&gt;
$Type: wingman&lt;br /&gt;
&lt;br /&gt;
$Persona: Wingman 4&lt;br /&gt;
$Type: wingman&lt;br /&gt;
&lt;br /&gt;
$Persona: Wingman 5&lt;br /&gt;
$Type: wingman&lt;br /&gt;
&lt;br /&gt;
$Persona: Wingman 6&lt;br /&gt;
$Type: wingman&lt;br /&gt;
+Vasudan&lt;br /&gt;
&lt;br /&gt;
$Persona: Wingman 7&lt;br /&gt;
$Type: wingman&lt;br /&gt;
+Vasudan&lt;br /&gt;
&lt;br /&gt;
$Persona: Support Ship&lt;br /&gt;
$Type: support&lt;br /&gt;
&lt;br /&gt;
$Persona: Support Ship Vasudan&lt;br /&gt;
$Type: support&lt;br /&gt;
+Vasudan&lt;br /&gt;
&lt;br /&gt;
$Persona: Large Ship&lt;br /&gt;
$Type: large&lt;br /&gt;
&lt;br /&gt;
$Persona: Large Ship Vasudan&lt;br /&gt;
$Type: large&lt;br /&gt;
+Vasudan&lt;br /&gt;
&lt;br /&gt;
$Persona: Terran Command&lt;br /&gt;
$Type: Command&lt;br /&gt;
&lt;br /&gt;
#Messages&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;; ALL CLEAR ..................................................................................&lt;br /&gt;
&lt;br /&gt;
$Name: All Clear&lt;br /&gt;
$Message: XSTR(&amp;quot;Command, we have secured the area.&amp;quot;, 2725)&lt;br /&gt;
+Persona: Wingman 1&lt;br /&gt;
+Avi Name: Head-TP1&lt;br /&gt;
+Wave Name: 1_allclear.wav&lt;br /&gt;
&lt;br /&gt;
$Name: All Clear&lt;br /&gt;
$Message: XSTR(&amp;quot;All hostiles are down. Area secure.&amp;quot;, 2726)&lt;br /&gt;
+Persona: Wingman 2&lt;br /&gt;
+Avi Name: Head-TP5&lt;br /&gt;
+Wave Name: 2_allclear.wav&lt;br /&gt;
&lt;br /&gt;
$Name: All Clear&lt;br /&gt;
$Message: XSTR(&amp;quot;All clear, Command.&amp;quot;, 2727)&lt;br /&gt;
+Persona: Wingman 3&lt;br /&gt;
+Avi Name: Head-TP6&lt;br /&gt;
+Wave Name: 3_allclear.wav&lt;br /&gt;
&lt;br /&gt;
$Name: All Clear&lt;br /&gt;
$Message: XSTR(&amp;quot;Area is secure.&amp;quot;, 2728)&lt;br /&gt;
+Persona: Wingman 4&lt;br /&gt;
+Avi Name: Head-TP7&lt;br /&gt;
+Wave Name: 4_allclear.wav&lt;br /&gt;
&lt;br /&gt;
$Name: All Clear&lt;br /&gt;
$Message: XSTR(&amp;quot;Bandits neutralized. All clear.&amp;quot;, 2729)&lt;br /&gt;
+Persona: Wingman 5&lt;br /&gt;
+Avi Name: Head-TP8&lt;br /&gt;
+Wave Name: 5_allclear.wav&lt;br /&gt;
&lt;br /&gt;
$Name: All Clear&lt;br /&gt;
$Message: XSTR(&amp;quot;All enemy forces negated.&amp;quot;, 2730)&lt;br /&gt;
+Persona: Wingman 6&lt;br /&gt;
+Avi Name: Head-VP1&lt;br /&gt;
+Wave Name: 6_allclear.wav&lt;br /&gt;
&lt;br /&gt;
$Name: All Clear&lt;br /&gt;
$Message: XSTR(&amp;quot;All hostile targets neutralized.&amp;quot;, 2731)&lt;br /&gt;
+Persona: Wingman 7&lt;br /&gt;
+Avi Name: Head-VP2&lt;br /&gt;
+Wave Name: 7_allclear.wav&lt;br /&gt;
&lt;br /&gt;
;; ARRIVAL (Enemy) ...................................................................&lt;br /&gt;
&lt;br /&gt;
$Name: Arrive Enemy&lt;br /&gt;
$Message: XSTR(&amp;quot;Bandits incoming!&amp;quot;, 1079)&lt;br /&gt;
+Persona: Wingman 1&lt;br /&gt;
+Avi Name: Head-TP1&lt;br /&gt;
+Wave Name: 1_arrival.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Arrive Enemy&lt;br /&gt;
$Message: XSTR(&amp;quot;Heads up! Enemy wing closing in!&amp;quot;, 1078)&lt;br /&gt;
+Persona: Wingman 2&lt;br /&gt;
+Avi Name: Head-TP5&lt;br /&gt;
+Wave Name: 2_arrival.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Arrive Enemy&lt;br /&gt;
$Message: XSTR(&amp;quot;IFF confirmed! Hostiles inbound!&amp;quot;, 2732)&lt;br /&gt;
+Persona: Wingman 3&lt;br /&gt;
+Avi Name: Head-TP6&lt;br /&gt;
+Wave Name: 3_arrival.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Arrive Enemy&lt;br /&gt;
$Message: XSTR(&amp;quot;Hostiles approaching fast!&amp;quot;, 2733)&lt;br /&gt;
+Persona: Wingman 4&lt;br /&gt;
+Avi Name: Head-TP7&lt;br /&gt;
+Wave Name: 4_arrival.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Arrive Enemy&lt;br /&gt;
$Message: XSTR(&amp;quot;We've got company!&amp;quot;, 1080)&lt;br /&gt;
+Persona: Wingman 5&lt;br /&gt;
+Avi Name: Head-TP8&lt;br /&gt;
+Wave Name: 5_arrival.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Arrive Enemy&lt;br /&gt;
$Message: XSTR(&amp;quot;Reading hostile indicators.&amp;quot;, 2734)&lt;br /&gt;
+Persona: Wingman 6&lt;br /&gt;
+Avi Name: Head-VP1&lt;br /&gt;
+Wave Name: 6_arrival.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Arrive Enemy &lt;br /&gt;
$Message: XSTR(&amp;quot;Enemy wing inbound.&amp;quot;, 2735)&lt;br /&gt;
+Persona: Wingman 7&lt;br /&gt;
+Avi Name: Head-VP2&lt;br /&gt;
+Wave Name: 7_arrival.wav&lt;br /&gt;
&lt;br /&gt;
$Name:Arrive Enemy&lt;br /&gt;
$Message: XSTR(&amp;quot;Incoming jump signature! Hostile configuration!&amp;quot;, 2736)&lt;br /&gt;
+Persona: Terran Command&lt;br /&gt;
+Avi Name: Head-CM2&lt;br /&gt;
+Wave Name: TC_arrival.wav&lt;br /&gt;
&lt;br /&gt;
;; ATTACK MY TARGET ...........................................................................&lt;br /&gt;
&lt;br /&gt;
$Name: Attack Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Roger that, sir. Engaging your target.&amp;quot;, 2737)&lt;br /&gt;
+Persona: Wingman 1&lt;br /&gt;
+Avi Name: Head-TP1&lt;br /&gt;
+Wave Name: 1_attack.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Attack Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Yes, sir! We'll take em down!&amp;quot;, 2738)&lt;br /&gt;
+Persona: Wingman 2&lt;br /&gt;
+Avi Name: Head-TP5&lt;br /&gt;
+Wave Name: 2_attack.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Attack Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Breaking to attack.&amp;quot;, 2739)&lt;br /&gt;
+Persona: Wingman 3&lt;br /&gt;
+Avi Name: Head-TP6&lt;br /&gt;
+Wave Name: 3_attack.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Attack Target&lt;br /&gt;
$Message: XSTR(&amp;quot;I've got em in my sights!&amp;quot;, 2740)&lt;br /&gt;
+Persona: Wingman 4&lt;br /&gt;
+Avi Name: Head-TP7&lt;br /&gt;
+Wave Name: 4_attack.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Attack Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Target acquired.&amp;quot;, 2741)&lt;br /&gt;
+Persona: Wingman 5&lt;br /&gt;
+Avi Name: Head-TP8&lt;br /&gt;
+Wave Name: 5_attack.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Attack Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Affirmative. We will destroy your target.&amp;quot;, 2742)&lt;br /&gt;
+Persona: Wingman 6&lt;br /&gt;
+Avi Name: Head-VP1&lt;br /&gt;
+Wave Name: 6_attack.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Attack Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Commencing attack on your target.&amp;quot;, 2743)&lt;br /&gt;
+Persona: Wingman 7&lt;br /&gt;
+Avi Name: Head-VP2&lt;br /&gt;
+Wave Name: 7_attack.wav&lt;br /&gt;
&lt;br /&gt;
;; BACKUP ARRIVAL (previously named &amp;quot;REINFORCEMENTS&amp;quot;) .........................................&lt;br /&gt;
&lt;br /&gt;
$Name: Backup&lt;br /&gt;
$Message: XSTR(&amp;quot;Reinforcements on station. Request status brief.&amp;quot;, 2744)&lt;br /&gt;
+Persona: Wingman 1&lt;br /&gt;
+Avi Name: Head-TP1&lt;br /&gt;
+Wave Name: 1_backup.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Backup&lt;br /&gt;
$Message: XSTR(&amp;quot;Reinforcements here. Standing by for orders.&amp;quot;, 2745)&lt;br /&gt;
+Persona: Wingman 2&lt;br /&gt;
+Avi Name: Head-TP5&lt;br /&gt;
+Wave Name: 2_backup.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Backup&lt;br /&gt;
$Message: XSTR(&amp;quot;Sir, reinforcements are now in position!&amp;quot;, 2746)&lt;br /&gt;
+Persona: Wingman 3&lt;br /&gt;
+Avi Name: Head-TP6&lt;br /&gt;
+Wave Name: 3_backup.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Backup&lt;br /&gt;
$Message: XSTR(&amp;quot;The cavalry has arrived, sir.&amp;quot;, 2747)&lt;br /&gt;
+Persona: Wingman 4&lt;br /&gt;
+Avi Name: Head-TP7&lt;br /&gt;
+Wave Name: 4_backup.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Backup&lt;br /&gt;
$Message: XSTR(&amp;quot;Reinforcements have arrived. Awaiting orders.&amp;quot;, 2748)&lt;br /&gt;
+Persona: Wingman 5&lt;br /&gt;
+Avi Name: Head-TP8&lt;br /&gt;
+Wave Name: 5_backup.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Backup&lt;br /&gt;
$Message: XSTR(&amp;quot;We are here to assist. What is your status?&amp;quot;, 2749)&lt;br /&gt;
+Persona: Wingman 6&lt;br /&gt;
+Avi Name: Head-VP1&lt;br /&gt;
+Wave Name: 6_backup.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Backup&lt;br /&gt;
$Message: XSTR(&amp;quot;We will reinforce your wing. Please transmit orders.&amp;quot;, 2750)&lt;br /&gt;
+Persona: Wingman 7&lt;br /&gt;
+Avi Name: Head-VP2&lt;br /&gt;
+Wave Name: 7_backup.wav&lt;br /&gt;
&lt;br /&gt;
;; BETA WING ARRIVAL ..........................................................................&lt;br /&gt;
&lt;br /&gt;
$Name: Beta Arrived&lt;br /&gt;
$Message: XSTR(&amp;quot;Beta wing here. Standing by.&amp;quot;, 2751)&lt;br /&gt;
+Persona: Wingman 1&lt;br /&gt;
+Avi Name: Head-TP1&lt;br /&gt;
+Wave Name: 1_beta.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Beta Arrived&lt;br /&gt;
$Message: XSTR(&amp;quot;This is Beta wing. What's your status?&amp;quot;, 2752)&lt;br /&gt;
+Persona: Wingman 2&lt;br /&gt;
+Avi Name: Head-TP5&lt;br /&gt;
+Wave Name: 2_beta.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Beta Arrived&lt;br /&gt;
$Message: XSTR(&amp;quot;Beta wing now in position.&amp;quot;, 2753)&lt;br /&gt;
+Persona: Wingman 3&lt;br /&gt;
+Avi Name: Head-TP6&lt;br /&gt;
+Wave Name: 3_beta.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Beta Arrived&lt;br /&gt;
$Message: XSTR(&amp;quot;Beta wing has arrived. Awaiting orders.&amp;quot;, 2754)&lt;br /&gt;
+Persona: Wingman 4&lt;br /&gt;
+Avi Name: Head-TP7&lt;br /&gt;
+Wave Name: 4_beta.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Beta Arrived&lt;br /&gt;
$Message: XSTR(&amp;quot;Beta wing here. We're now in system, Command!&amp;quot;, 2755)&lt;br /&gt;
+Persona: Wingman 5&lt;br /&gt;
+Avi Name: Head-TP8&lt;br /&gt;
+Wave Name: 5_beta.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Beta Arrived&lt;br /&gt;
$Message: XSTR(&amp;quot;Beta wing is on station.&amp;quot;, 2756)&lt;br /&gt;
+Persona: Wingman 6&lt;br /&gt;
+Avi Name: Head-VP1&lt;br /&gt;
+Wave Name: 6_beta.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Beta Arrived&lt;br /&gt;
$Message: XSTR(&amp;quot;This is Beta wing. Standing by for orders.&amp;quot;, 2757)&lt;br /&gt;
+Persona: Wingman 7&lt;br /&gt;
+Avi Name: Head-VP2&lt;br /&gt;
+Wave Name: 7_beta.wav&lt;br /&gt;
&lt;br /&gt;
;; CHECK YOUR SIX .............................................................................&lt;br /&gt;
&lt;br /&gt;
$Name: Check 6&lt;br /&gt;
$Message: XSTR(&amp;quot;Check your six!&amp;quot;, 2758)&lt;br /&gt;
+Persona: Wingman 1&lt;br /&gt;
+Avi Name: Head-TP1&lt;br /&gt;
+Wave Name: 1_Check6.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Check 6&lt;br /&gt;
$Message: XSTR(&amp;quot;Bandit on your tail!&amp;quot;, 2759)&lt;br /&gt;
+Persona: Wingman 2&lt;br /&gt;
+Avi Name: Head-TP5&lt;br /&gt;
+Wave Name: 2_Check6.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Check 6&lt;br /&gt;
$Message: XSTR(&amp;quot;Watch your back, pilot!&amp;quot;, 2760)&lt;br /&gt;
+Persona: Wingman 3&lt;br /&gt;
+Avi Name: Head-TP6&lt;br /&gt;
+Wave Name: 3_Check6.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Check 6&lt;br /&gt;
$Message: XSTR(&amp;quot;Behind you, pilot!&amp;quot;, 2761)&lt;br /&gt;
+Persona: Wingman 4&lt;br /&gt;
+Avi Name: Head-TP7&lt;br /&gt;
+Wave Name: 4_Check6.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Check 6&lt;br /&gt;
$Message: XSTR(&amp;quot;On your six! On your six!&amp;quot;, 2762)&lt;br /&gt;
+Persona: Wingman 5&lt;br /&gt;
+Avi Name: Head-TP8&lt;br /&gt;
+Wave Name: 5_Check6.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Check 6&lt;br /&gt;
$Message: XSTR(&amp;quot;Take evasive action, pilot!&amp;quot;, 2763)&lt;br /&gt;
+Persona: Wingman 6&lt;br /&gt;
+Avi Name: Head-VP1&lt;br /&gt;
+Wave Name: 6_Check6.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Check 6&lt;br /&gt;
$Message: XSTR(&amp;quot;Bandit at six o'clock!&amp;quot;, 2764)&lt;br /&gt;
+Persona: Wingman 7&lt;br /&gt;
+Avi Name: Head-VP2&lt;br /&gt;
+Wave Name: 7_Check6.wav&lt;br /&gt;
&lt;br /&gt;
;; DEATH (previously wingman scream)...................................................&lt;br /&gt;
&lt;br /&gt;
$Name: Death&lt;br /&gt;
$Message: XSTR(&amp;quot;Noooooooo!!!&amp;quot;, 2765)&lt;br /&gt;
+Persona: Wingman 1&lt;br /&gt;
+Avi Name: Head-TP1&lt;br /&gt;
+Wave Name: 1_Death.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Death&lt;br /&gt;
$Message: XSTR(&amp;quot;Aaaaaaaah!!!&amp;quot;, 2766)&lt;br /&gt;
+Persona: Wingman 2&lt;br /&gt;
+Avi Name: Head-TP5&lt;br /&gt;
+Wave Name: 2_Death.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Death&lt;br /&gt;
$Message: XSTR(&amp;quot;Help me!!!&amp;quot;, 2767)&lt;br /&gt;
+Persona: Wingman 3&lt;br /&gt;
+Avi Name: Head-TP6&lt;br /&gt;
+Wave Name: 3_Death.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Death&lt;br /&gt;
$Message: XSTR(&amp;quot;Mayday! Mayday!&amp;quot;, 2768)&lt;br /&gt;
+Persona: Wingman 4&lt;br /&gt;
+Avi Name: Head-TP7&lt;br /&gt;
+Wave Name: 4_Death.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Death&lt;br /&gt;
$Message: XSTR(&amp;quot;I'm going down! I'm going down!&amp;quot;, 2769)&lt;br /&gt;
+Persona: Wingman 5&lt;br /&gt;
+Avi Name: Head-TP8&lt;br /&gt;
+Wave Name: 5_Death.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Death&lt;br /&gt;
$Message: XSTR(&amp;quot;Avenge me!&amp;quot;, 2770)&lt;br /&gt;
+Persona: Wingman 6&lt;br /&gt;
+Avi Name: Head-VP1&lt;br /&gt;
+Wave Name: 6_Death.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Death&lt;br /&gt;
$Message: XSTR(&amp;quot;Long live the Emperor!&amp;quot;, 2771)&lt;br /&gt;
+Persona: Wingman 7&lt;br /&gt;
+Avi Name: Head-VP2&lt;br /&gt;
+Wave Name: 7_Death.wav&lt;br /&gt;
&lt;br /&gt;
;; DELTA WING ARRIVAL .........................................................................&lt;br /&gt;
&lt;br /&gt;
$Name: Delta Arrived&lt;br /&gt;
$Message: XSTR(&amp;quot;This is Delta wing. What's your status?&amp;quot;, 2772)&lt;br /&gt;
+Persona: Wingman 1&lt;br /&gt;
+Avi Name: Head-TP1&lt;br /&gt;
+Wave Name: 1_Delta.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Delta Arrived&lt;br /&gt;
$Message: XSTR(&amp;quot;Delta wing now in position.&amp;quot;, 2773)&lt;br /&gt;
+Persona: Wingman 2&lt;br /&gt;
+Avi Name: Head-TP5&lt;br /&gt;
+Wave Name: 2_Delta.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Delta Arrived&lt;br /&gt;
$Message: XSTR(&amp;quot;Delta wing now on station. Awaiting orders.&amp;quot;, 2774)&lt;br /&gt;
+Persona: Wingman 3&lt;br /&gt;
+Avi Name: Head-TP6&lt;br /&gt;
+Wave Name: 3_Delta.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Delta Arrived&lt;br /&gt;
$Message: XSTR(&amp;quot;This is Delta wing. Give us a target, sir!&amp;quot;, 2775)&lt;br /&gt;
+Persona: Wingman 4&lt;br /&gt;
+Avi Name: Head-TP7&lt;br /&gt;
+Wave Name: 4_Delta.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Delta Arrived&lt;br /&gt;
$Message: XSTR(&amp;quot;Delta wing here. Standing by.&amp;quot;, 2776)&lt;br /&gt;
+Persona: Wingman 5&lt;br /&gt;
+Avi Name: Head-TP8&lt;br /&gt;
+Wave Name: 5_Delta.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Delta Arrived&lt;br /&gt;
$Message: XSTR(&amp;quot;Delta wing is ready to assist, pilot.&amp;quot;, 2777)&lt;br /&gt;
+Persona: Wingman 6&lt;br /&gt;
+Avi Name: Head-VP1&lt;br /&gt;
+Wave Name: 6_Delta.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Delta Arrived&lt;br /&gt;
$Message: XSTR(&amp;quot;This is Delta wing. What is your command?&amp;quot;, 2778)&lt;br /&gt;
+Persona: Wingman 7&lt;br /&gt;
+Avi Name: Head-VP2&lt;br /&gt;
+Wave Name: 7_Delta.wav&lt;br /&gt;
&lt;br /&gt;
;; DEPART (previously named &amp;quot;WARPOUT&amp;quot;) ........................................................&lt;br /&gt;
&lt;br /&gt;
$Name: Depart&lt;br /&gt;
$Message: XSTR(&amp;quot;Yes, sir! I'm outta here!&amp;quot;, 2779)&lt;br /&gt;
+Persona: Wingman 1&lt;br /&gt;
+Avi Name: Head-TP1&lt;br /&gt;
+Wave Name: 1_depart.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Depart&lt;br /&gt;
$Message: XSTR(&amp;quot;You don't have to tell me twice!&amp;quot;, 2780)&lt;br /&gt;
+Persona: Wingman 2&lt;br /&gt;
+Avi Name: Head-TP5&lt;br /&gt;
+Wave Name: 2_depart.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Depart&lt;br /&gt;
$Message: XSTR(&amp;quot;Roger that, sir. See you back home.&amp;quot;, 2781)&lt;br /&gt;
+Persona: Wingman 3&lt;br /&gt;
+Avi Name: Head-TP6&lt;br /&gt;
+Wave Name: 3_depart.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Depart&lt;br /&gt;
$Message: XSTR(&amp;quot;Right away, sir. Jump drive engaged.&amp;quot;, 2782)&lt;br /&gt;
+Persona: Wingman 4&lt;br /&gt;
+Avi Name: Head-TP7&lt;br /&gt;
+Wave Name: 4_depart.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Depart&lt;br /&gt;
$Message: XSTR(&amp;quot;Acknowledged. Returning to base now.&amp;quot;, 2783)&lt;br /&gt;
+Persona: Wingman 5&lt;br /&gt;
+Avi Name: Head-TP8&lt;br /&gt;
+Wave Name: 5_depart.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Depart&lt;br /&gt;
$Message: XSTR(&amp;quot;We are departing as ordered.&amp;quot;, 2784)&lt;br /&gt;
+Persona: Wingman 6&lt;br /&gt;
+Avi Name: Head-VP1&lt;br /&gt;
+Wave Name: 6_depart.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Depart&lt;br /&gt;
$Message: XSTR(&amp;quot;Returning to base.&amp;quot;, 2785)&lt;br /&gt;
+Persona: Wingman 7&lt;br /&gt;
+Avi Name: Head-VP2&lt;br /&gt;
+Wave Name: 7_depart.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Depart&lt;br /&gt;
$Message: XSTR(&amp;quot;I copy. Engaging jump drive now.&amp;quot;, 2786)&lt;br /&gt;
+Persona: Support Ship&lt;br /&gt;
+Avi Name: Head-TP3&lt;br /&gt;
+Wave Name: S_depart.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Depart&lt;br /&gt;
$Message: XSTR(&amp;quot;Departing field of engagement.&amp;quot;, 2787)&lt;br /&gt;
+Persona: Support Ship Vasudan&lt;br /&gt;
+Avi Name: Head-VP2&lt;br /&gt;
+Wave Name: VS_depart.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Depart&lt;br /&gt;
$Message: XSTR(&amp;quot;We are departing as ordered.&amp;quot;, 2788)&lt;br /&gt;
+Persona: Large Ship Vasudan&lt;br /&gt;
+Avi Name: Head-VP1&lt;br /&gt;
+Wave Name: 6_depart.wav&lt;br /&gt;
&lt;br /&gt;
;; DISABLE TARGET .............................................................................&lt;br /&gt;
&lt;br /&gt;
$Name: Disable Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Roger that, sir. Disabling your target.&amp;quot;, 2789)&lt;br /&gt;
+Persona: Wingman 1&lt;br /&gt;
+Avi Name: Head-TP1&lt;br /&gt;
+Wave Name: 1_Disable.wav &lt;br /&gt;
&lt;br /&gt;
$Name: Disable Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Yes, sir! Targeting engines now!&amp;quot;, 2790)&lt;br /&gt;
+Persona: Wingman 2&lt;br /&gt;
+Avi Name: Head-TP5&lt;br /&gt;
+Wave Name: 2_Disable.wav &lt;br /&gt;
&lt;br /&gt;
$Name: Disable Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Acquiring lock on engines.&amp;quot;, 2791)&lt;br /&gt;
+Persona: Wingman 3&lt;br /&gt;
+Avi Name: Head-TP6&lt;br /&gt;
+Wave Name: 3_Disable.wav &lt;br /&gt;
&lt;br /&gt;
$Name: Disable Target&lt;br /&gt;
$Message: XSTR(&amp;quot;I copy that. Disabling your target now.&amp;quot;, 2792)&lt;br /&gt;
+Persona: Wingman 4&lt;br /&gt;
+Avi Name: Head-TP7&lt;br /&gt;
+Wave Name: 4_Disable.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Disable Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Roger that. We'll knock out those engines for you, sir!&amp;quot;, 2793)&lt;br /&gt;
+Persona: Wingman 5&lt;br /&gt;
+Avi Name: Head-TP8&lt;br /&gt;
+Wave Name: 5_Disable.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Disable Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Affirmative. Disabling your target.&amp;quot;, 2794)&lt;br /&gt;
+Persona: Wingman 6&lt;br /&gt;
+Avi Name: Head-VP1&lt;br /&gt;
+Wave Name: 6_Disable.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Disable Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Acknowledged. Engine subsystem targeted.&amp;quot;, 2795)&lt;br /&gt;
+Persona: Wingman 7&lt;br /&gt;
+Avi Name: Head-VP2&lt;br /&gt;
+Wave Name: 7_Disable.wav&lt;br /&gt;
&lt;br /&gt;
;; DISARM TARGET ..............................................................................&lt;br /&gt;
&lt;br /&gt;
$Name: Disarm Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Yes, sir! Targeting weapons now!&amp;quot;, 2796)&lt;br /&gt;
+Persona: Wingman 1&lt;br /&gt;
+Avi Name: Head-TP1&lt;br /&gt;
+Wave Name: 1_Disarm.wav &lt;br /&gt;
&lt;br /&gt;
$Name: Disarm Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Target data received. Acquiring lock.&amp;quot;, 2797)&lt;br /&gt;
+Persona: Wingman 2&lt;br /&gt;
+Avi Name: Head-TP5&lt;br /&gt;
+Wave Name: 2_Disarm.wav &lt;br /&gt;
&lt;br /&gt;
$Name: Disarm Target&lt;br /&gt;
$Message: XSTR(&amp;quot;I copy, sir. Disarming your target.&amp;quot;, 2798)&lt;br /&gt;
+Persona: Wingman 3&lt;br /&gt;
+Avi Name: Head-TP6&lt;br /&gt;
+Wave Name: 3_Disarm.wav &lt;br /&gt;
&lt;br /&gt;
$Name: Disarm Target&lt;br /&gt;
$Message: XSTR(&amp;quot;I'm on it.&amp;quot;, 2799)&lt;br /&gt;
+Persona: Wingman 4&lt;br /&gt;
+Avi Name: Head-TP7&lt;br /&gt;
+Wave Name: 4_Disarm.wav &lt;br /&gt;
&lt;br /&gt;
$Name: Disarm Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Roger that, sir. Disarming target now.&amp;quot;, 2800)&lt;br /&gt;
+Persona: Wingman 5&lt;br /&gt;
+Avi Name: Head-TP8&lt;br /&gt;
+Wave Name: 5_Disarm.wav &lt;br /&gt;
&lt;br /&gt;
$Name: Disarm Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Acknowledged. Weapon subsystem targeted. &amp;quot;, 2801)&lt;br /&gt;
+Persona: Wingman 6&lt;br /&gt;
+Avi Name: Head-VP1&lt;br /&gt;
+Wave Name: 6_Disarm.wav &lt;br /&gt;
&lt;br /&gt;
$Name: Disarm Target&lt;br /&gt;
$Message: XSTR(&amp;quot;I copy. Neutralizing weapons.&amp;quot;, 2802)&lt;br /&gt;
+Persona: Wingman 7&lt;br /&gt;
+Avi Name: Head-VP2&lt;br /&gt;
+Wave Name: 7_Disarm.wav&lt;br /&gt;
&lt;br /&gt;
#End&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Ai.tbl&amp;diff=11004</id>
		<title>Ai.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Ai.tbl&amp;diff=11004"/>
		<updated>2007-07-28T17:39:15Z</updated>

		<summary type="html">&lt;p&gt;Supernova: Accuracy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Revision information.. &amp;lt;!-- Please update this information when page is updated --&amp;gt;&lt;br /&gt;
::'''3.6.x branch:''' 1.72.2.22&lt;br /&gt;
::'''3.7 branch:''' 1.105 &lt;br /&gt;
&lt;br /&gt;
*The AI.tbl file defines the AI classed used in the game. This table is used to define each AI class with four abilities for each of the five difficulty levels.&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
*Higher number means better ability&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
*How rapidly the ship fires its weapons (1.0 is normal rate)&lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
*How good the ship is at evading&lt;br /&gt;
&lt;br /&gt;
===Courage===&lt;br /&gt;
*How likely the ship is to chance danger to accomplish goals&lt;br /&gt;
&lt;br /&gt;
===Patience===&lt;br /&gt;
*How willing the ship is to wait for an advantage before pursuing goals (Never actually implemented - It does nothing)&lt;br /&gt;
&lt;br /&gt;
==Table Entry==&lt;br /&gt;
'''$Name:'''&lt;br /&gt;
*Defines a name for the AI class that can be used with ships.tbl and also with FRED&lt;br /&gt;
*Syntax: ''Name''&lt;br /&gt;
'''$accuracy:'''&lt;br /&gt;
*Value from 0.0 to 1.0&lt;br /&gt;
*Syntax: ''Value, Value, Value, Value, Value''&lt;br /&gt;
**Very Easy, Easy, Moderate, Hard, Very Hard difficulty levels respectively&lt;br /&gt;
'''$evasion:''', '''$courage:''' and '''$patience:'''&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: ''Value, Value, Value, Value, Value''&lt;br /&gt;
**Very Easy, Easy, Moderate, Hard, Very Hard difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
   #AI Classes&lt;br /&gt;
   $Name:         Captain&lt;br /&gt;
   $accuracy:     0.5      0.55     0.6      0.65     0.7&lt;br /&gt;
   $evasion:      10,      20,      30,      40,      50&lt;br /&gt;
   $courage:      10,      20,      30,      40,      50&lt;br /&gt;
   $patience:     10,      20,      30,      40,      50&lt;br /&gt;
   #End&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=FreeSpace_Trivia&amp;diff=11001</id>
		<title>FreeSpace Trivia</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=FreeSpace_Trivia&amp;diff=11001"/>
		<updated>2007-07-27T15:21:02Z</updated>

		<summary type="html">&lt;p&gt;Supernova: FS1 Vasudan persona, GVEP Ra, and Lucifer flux cannons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Quirks==&lt;br /&gt;
&lt;br /&gt;
* In [[The Place of Chariots]], the mission where you encounter the [[NTF Boadicea]], Volition made complicated use of SEXPs to ensure that the Boadicea never appears when the player is looking directly at it. If the player turns toward the area where the Boadicea appears and never turns away, the mission will never progress.&lt;br /&gt;
* There are only two canon references to ground warfare in FreeSpace. If the player wins [[Surrender, Belisarius|the first mission]] in FS2, he is told that 600,000 ground troops are sent to invade Cygnus Prime. Also, there is an FS1 multi mission where the player attacks an HoL marine convoy.&lt;br /&gt;
* The Myrmidon fighter is able to carry Helios anti-matter bombs.&lt;br /&gt;
* The Aten destroyed before the mission in La Ruota Della Fortuna is designated ''HLC Maltusa''&lt;br /&gt;
* The BFGreen is only used once in the game (during [[Endgame]] and only on one of the Colossus' turrets).&lt;br /&gt;
* The LRBGreen was only used once, in [[High Noon]].&lt;br /&gt;
* You can target your own bomb using the target-object-in-reticle key. Your target display will show video from the bomb's seeker.&lt;br /&gt;
* Sentry 04 in 'Place of Chariots' is assigned the cargo &amp;quot;Unable To Scan&amp;quot;.&lt;br /&gt;
* The TC-TRI cargo containers carried by Capricorn wing in &amp;quot;The Romans Blunder&amp;quot; are friendly.&lt;br /&gt;
* The GTI Ganymede is never used in the main FS2 campaign, although it appears in a multiplayer dogfight.&lt;br /&gt;
* The SCv Moloch's fighterbay was never used in the main campaign. However, it was used in a multiplayer mission.&lt;br /&gt;
* The SCv Moloch's figherbay &amp;quot;paths&amp;quot; are misplaced.&lt;br /&gt;
* FS1 command brief and tech room .anis normally had readable text. Almost all FS2 .anis, however, have some kind of nonsense text. The Colossus cutscene has several blocks of text, all of them starting with &amp;quot;Math is cool.&amp;quot; The Meson Bomb command brief animation reads like an advertisement (Guaranteed to blow anything up...).&lt;br /&gt;
* The TTC 1 tech container does not appear at all in either the FS1 or Silent Threat campaigns. A few of them appear in [[...But Hate the Traitor]], during the FS2 campaign. It also appears in the FS2 cutscene &amp;quot;Colossus&amp;quot;. &lt;br /&gt;
* Almost every radio message in FS2, other than training messages, is accompanied by a head animation. Several radio messages in FS1, however, don't have a head animation. None of the freighter's messages in FS1 have one, and there are two instances of &amp;quot;Command&amp;quot; not having an animation. In [[Eve of Destruction]], if the Orff is destroyed, Command speaks without a head .ani. Also, in [[Paving the Way]], Admiral Wolf's messages have no head .ani. In the FS2 mission [[Mystery of the Trinity]], when the Trinity reaches critical damage, a pilot speaks without a head .ani. This is due to a bug with the personas.&lt;br /&gt;
* The only squadron leader or admiral that the player ever sees is Admiral Wolf. Admiral Wolf (Alpha 1's commander on the Galatea) appears once, in a cutscene (and also a few times in-mission with the normal command head .ani).&lt;br /&gt;
* The mission name 'Exodus' appears in all three Volition single-player campaigns (The Main FreeSpace Campaign, Silent Threat, and FreeSpace 2).&lt;br /&gt;
* The mission names 'The Great Hunt' and 'Clash of the Titans' (with/without II on the end) appear in both FS1 and FS2.&lt;br /&gt;
* The ship name Andromeda was used for three Vasudan ships and one Terran ship: the PVFR Andromeda in [[The Hammer and the Anvil]], the PVC Andromeda in [[The Pursuit]], the GTSC Andromeda in [[On The Run]], and the GVC Andromeda in a command briefing in [[Surrender, Belisarius|Surrender, Belisarius!]].&lt;br /&gt;
* The &amp;quot;unmanned&amp;quot; [[PVS Scarab]] has a dead Vasudan in its debris.&lt;br /&gt;
* In [[Love the Treason...]], the jump node to [[Regulus]] is named &amp;quot;Regulas&amp;quot;.&lt;br /&gt;
* If you fire bombs into certain fighterbays, such as the [[GTI Arcadia|Arcadia]]'s, your bombs will fly in circles until they run out of fuel and explode.&lt;br /&gt;
* If you name an object &amp;quot;planet&amp;quot; in FRED, and you go near the object in-game, a message will appear saying &amp;quot;Too close to planet. Taking damage!&amp;quot;&lt;br /&gt;
* In the second training mission of FS2, there is an installation named the Kos.&lt;br /&gt;
* All GTVA warships in [[Their Finest Hour]] are beam-freed by SEXP. They are beam-freed at the start of the mission, before most of them warp in, so only one Sobek is able to fire its beams.&lt;br /&gt;
* Neither the [[SF Mara (Terrans)|Terran Mara]] nor the [[GVB Bakha|Bakha]] are ever &amp;quot;given&amp;quot; to the player using an add-tech SEXP; they're only used in &amp;quot;scramble&amp;quot; missions. Neither the [[GVB Sekhmet|Sekhmet]] nor [[GTF Pegasus|Pegasus]] are ever &amp;quot;given&amp;quot; to the player either, and these two ships are the only Terran or Vasudan fighter/bomber in FS2 that the player never has a chance to fly. &lt;br /&gt;
* The player is granted the Cyclops#short before [[Slaying Ravana]]. The player actually uses Cyclops#shorts until the [[The King's Gambit]]; he is never granted the &amp;quot;real&amp;quot; [[GTM Cyclops|Cyclops]], but uses it anyway for [[The King's Gambit]].&lt;br /&gt;
* The FS2 techroom animation for Sol shows the Earth facing &amp;quot;backwards&amp;quot; and rotating the wrong way.&lt;br /&gt;
* The amount of damage that a beam can inflict on a friendly is limited. On Very Easy, Easy, Medium, Hard, and Insane, the limits are 0, 5, 10, 20, and 30 damage (per each &amp;quot;split second&amp;quot;), respectively.&lt;br /&gt;
* The [[GVEP Ra]] is also used for fighter/bomber deployment.&lt;br /&gt;
* The FS1 Vasudan persona is not fully voice-acted.&lt;br /&gt;
&lt;br /&gt;
==Design Changes==&lt;br /&gt;
&lt;br /&gt;
This category includes both early development decisions that were later changed, game engine changes between FS1 and FS2.&lt;br /&gt;
&lt;br /&gt;
* According to a table file in FS2, [[Silent Threat]] had another weapon known as the &amp;quot;GTM-84 Corkscrew Missle&amp;quot;, and was &amp;quot;deemed too wacky for final release.&amp;quot;&lt;br /&gt;
* Despite what the training missions say, support ships never run out of secondary weapons.&lt;br /&gt;
* FS1 originally had a Fenris/Leviathan cruiser named the Juggernath.&lt;br /&gt;
* The Prometheus was originally introduced at much earlier time (sometime around [[The Big Bang]]).&lt;br /&gt;
* The mission First Strike originally had an asteroid field.&lt;br /&gt;
* FS1 originally used planet bitmaps as backgrounds like in FS2.&lt;br /&gt;
* If you export the Artemis/Ares/Nephtys/Ptah/Sekhmet POF to COB, you can see that the main object is called &amp;quot;herca&amp;quot;, suggesting that they were either based on or were early concepts for the Hercules Mk II.&lt;br /&gt;
* The Bakha bomber was originally a fighter.&lt;br /&gt;
* Shivan ships were originally green in color.&lt;br /&gt;
* The [[SD Demon]] increased in hull strength 60% between FS1 and FS2, from 100,000 to 160,000 hitpoints. This may be meant to compensate for its weaker broadside relative to the Orion (otherwise the Shivans would have no decent destroyer except Sathanas).&lt;br /&gt;
* The Volition website [http://www.freespace2.com/bfod.cfm] states that FS1 had a 50 point penalty for rearming (62.5 points on Insane). This feature was removed in FS2.&lt;br /&gt;
* In the mission [[Into the Maelstrom]], there are 2 Elysium transports named Hauler 1 and Hauler 2. They have no purpose in the mission.&lt;br /&gt;
* [[Clash of the Titans]] had a Fenris class cruiser designated the Gladiator. It's arrival cue was set to [[false]], however.&lt;br /&gt;
* In [[Their Finest Hour]], the Colossus has a complicated waypoint path, implying that it was originally meant to have a complicated and dramatic battle with the Sathanas. In the final version, the waypoints are not used and the Colossus is disabled. Command orders the Colossus to warp out even though its engines aren't working.&lt;br /&gt;
* The FS1 voice VP contains some &amp;quot;alternate&amp;quot; voice acting for several missions. For example, the freighter and transport dialogue during [[First Strike]] was apparently first voiced by a woman.&lt;br /&gt;
* The command briefing for [[Enter the Dragon]] refers to &amp;quot;your investigation of [[SD Lucifer|Lucifer]] at [[Antares]]&amp;quot;. [[Alpha 1]] had not even encountered the Lucifer at that point in the campaign.&lt;br /&gt;
* FRED1 (the mission editor for FS1) originally had a feature known as TBL info. It is now present in FRED2_OPEN.&lt;br /&gt;
* The [[SD Lucifer|Lucifer]] tech description in FS1 states that it has 3 &amp;quot;flux&amp;quot; cannons. However, it only has 2.&lt;br /&gt;
&lt;br /&gt;
==Renamings==&lt;br /&gt;
&lt;br /&gt;
* Hostile Vasudan wings were originally called &amp;quot;Steel&amp;quot;, &amp;quot;Brass&amp;quot;, &amp;quot;Iron&amp;quot;, etc.&lt;br /&gt;
* Shivan wings were originally called &amp;quot;Cobra&amp;quot;, &amp;quot;Viper&amp;quot;, &amp;quot;Hornet&amp;quot;, etc.&lt;br /&gt;
* The Cyclops bomb was originally named Belial.&lt;br /&gt;
* The Harpoon missile was originally named Crossbow.&lt;br /&gt;
* The Subach HL-7 laser was originally named Subach HL-33.&lt;br /&gt;
* The Subach HL-7 laser and Mekhu HL-7 laser were originally named Sidearm.&lt;br /&gt;
* The Akheton SDG laser was originally named Scalpel. It was also originally named Akheton DR-2.&lt;br /&gt;
* The Avenger laser was originally named Phalanx. &lt;br /&gt;
* The ML-16 laser was originally named Light Laser.&lt;br /&gt;
* The Harbinger was originally called the Mag-Pulse.&lt;br /&gt;
* The Interceptor was originally called the Shrike.&lt;br /&gt;
* The Prometheus was originally called the Flux.&lt;br /&gt;
* The Phoenix V was originally called the Angelfire.&lt;br /&gt;
* The Synaptic was originally called the Cluster.&lt;br /&gt;
* The MX-50 was originally called the Rockeye.&lt;br /&gt;
* The Rockeye was originally called the Wasp.&lt;br /&gt;
* The Lamprey was originally called the Shrieker.&lt;br /&gt;
* The Hornet was originally called the Swarm.&lt;br /&gt;
* The Maxim was originally called the Newton.&lt;br /&gt;
* The Morning Star was originally called the Mace.&lt;br /&gt;
* The Hornet was originally called the Bombardier&lt;br /&gt;
* NTF wings were originally called &amp;quot;Corsair&amp;quot;, etc.&lt;br /&gt;
* Admiral Khafre's name was originally Admiral Hepsut&lt;br /&gt;
* The GTD ''Aquitaine'' was originally named the GTD ''Intrepid''.&lt;br /&gt;
* The GTD ''Galatea'' was originally named the ITA ''Repulse''.&lt;br /&gt;
* The SJ ''Sathanas'' was originally named ''Apocalypse''.&lt;br /&gt;
* The GTFr ''Chronos'' was originally named ''Boar''.&lt;br /&gt;
* The GVF ''Tauret'' was originally named ''Crab''.&lt;br /&gt;
* The SF ''Dragon'' was originally named ''Mosquito''.&lt;br /&gt;
* The Avenger Prototype was originally named Mass Driver Prototype.&lt;br /&gt;
* Shivan wings were also originally named &amp;quot;Scab Alpha&amp;quot;, &amp;quot;Scab Beta&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
==Business and distribution decisions==&lt;br /&gt;
&lt;br /&gt;
* FreeSpace 1 was officially distributed as &amp;quot;Conflict: FreeSpace - The Great War&amp;quot; in Europe and &amp;quot;Descent: FreeSpace - The Great War&amp;quot; in the United States.&lt;br /&gt;
* FS1 had a DVD, which had afterburner trails and planet bitmaps.&lt;br /&gt;
* The [[GTM Infyrno]] is a deliberate misspelling of Inferno, for copyright reasons.&lt;br /&gt;
* It's FreeSpace, not Freespace (notice the capitalization of the S).&lt;br /&gt;
* FreeSpace 1 is called Descent: FreeSpace due to copyright issues with the disk compression utility FreeSpace.&lt;br /&gt;
&lt;br /&gt;
==Canon inconsistencies: Retail FS2 box==&lt;br /&gt;
&lt;br /&gt;
Several [[canon]] inconsistencies are present on the retail FS2 box (although these inconsistencies are not generally accepted as canon themselves):&lt;br /&gt;
&lt;br /&gt;
* The ''Lucifer'' is visible just at the right of the first Deimos's top turret.&lt;br /&gt;
* Beam weapons can be used also by fighters, according to the blurb on the back (&amp;quot;Learn to use beam weapons...&amp;quot;).&lt;br /&gt;
* The Deimos is a destroyer (the nameplate on the corvette says &amp;quot;..D Deimos&amp;quot;).&lt;br /&gt;
* The Deimos is also an AWACS ship (on the backside of the box there is written &amp;quot;GTA Deimos).&lt;br /&gt;
* The Deimos has complex multipart turrets that are not present in the game, or even possible under the game engine.&lt;br /&gt;
* The Deimos's turrets are not firing Terran Turrets. Instead they are firing Kayser like lasers.&lt;br /&gt;
&lt;br /&gt;
==Cutscene quirks==&lt;br /&gt;
&lt;br /&gt;
'''FreeSpace 1 Intro'''&lt;br /&gt;
* The &amp;quot;Apollo&amp;quot; pictured in the FS1 introduction cutscene is actually a modified version of the in-game Apollo. According to the FS1 reference bible, the Apollo in the intro cutscene is a &amp;quot;Terran bomber&amp;quot;. Its gun mounts are slightly different and off-center, among other changes. Perhaps [[Volition]] placed the Apollo's gun mounts closer to the centerline for the sake of playability. The Manticore, too, has different fire points (mounted on the twin &amp;quot;booms&amp;quot; instead of centered like they are in the game). &lt;br /&gt;
* If you look carefully, you can see a (apparently dead) copilot in the intro's Apollo-bomber.&lt;br /&gt;
'''FreeSpace 2 Intro'''&lt;br /&gt;
* The battle portrayed in the FreeSpace 1 intro involves many more ships than the destruction of the [[Galatea|''Galatea'']] as portrayed in [[Doomsday]]. &lt;br /&gt;
* Many community members claim that the destroyer holed in the intro is the GTD ''Legion''. However, FreeSpace 1 command briefs claim that the ''Bastion'' and ''Galatea'' are guarding Deneb, and makes no reference to any other Terran destroyers guarding the system.&lt;br /&gt;
* A Shivan [[Demon|''Demon'']]-class destroyer appears after the destruction of the ''Galatea'', even though the only Shivan destroyer in the system, the [[SD Eva|''Eva'']], was already destroyed in [[Evangelist]].&lt;br /&gt;
* The [[Ursa]] is shown even though it was not finished with R&amp;amp;D until after [[Running the Gauntlet]].&lt;br /&gt;
* None of the [[Fenris]] cruisers had their missile launchers shown.&lt;br /&gt;
'''Hallfight'''&lt;br /&gt;
* In FS1 Cutscene 'Hallfight,' the captured Shivan vessel is called 'Freighter,' but it's actually an Azrael transport.&lt;br /&gt;
&lt;br /&gt;
==Canon inconsistencies: Colossus cutscene==&lt;br /&gt;
&lt;br /&gt;
The Colossus cutscene contains quite a few inconsistencies with the main game.&lt;br /&gt;
&lt;br /&gt;
* The Ganymede in the cutscene is several times bigger than normal.&lt;br /&gt;
* The ''Lucifer'' is smaller than normal.&lt;br /&gt;
* The Chronos freighters have two turrets (as opposed to the usual one), and the turrets look different.&lt;br /&gt;
* The Chronos freighters were either much smaller or the TTC 1 cargo much bigger.&lt;br /&gt;
* Mirfak is named Mirfax.&lt;br /&gt;
* The Galatea appears in the Colossus fleet.&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=FreeSpace_Trivia&amp;diff=10958</id>
		<title>FreeSpace Trivia</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=FreeSpace_Trivia&amp;diff=10958"/>
		<updated>2007-07-26T15:08:28Z</updated>

		<summary type="html">&lt;p&gt;Supernova: Cutscene Quirks: Fenris' missile launcher&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Quirks==&lt;br /&gt;
&lt;br /&gt;
* In [[The Place of Chariots]], the mission where you encounter the [[NTF Boadicea]], Volition made complicated use of SEXPs to ensure that the Boadicea never appears when the player is looking directly at it. If the player turns toward the area where the Boadicea appears and never turns away, the mission will never progress.&lt;br /&gt;
* There are only two canon references to ground warfare in FreeSpace. If the player wins [[Surrender, Belisarius|the first mission]] in FS2, he is told that 600,000 ground troops are sent to invade Cygnus Prime. Also, there is an FS1 multi mission where the player attacks an HoL marine convoy.&lt;br /&gt;
* The Myrmidon fighter is able to carry Helios anti-matter bombs.&lt;br /&gt;
* The Aten destroyed before the mission in La Ruota Della Fortuna is designated ''HLC Maltusa''&lt;br /&gt;
* The BFGreen is only used once in the game (during [[Endgame]] and only on one of the Colossus' turrets).&lt;br /&gt;
* The LRBGreen was only used once, in [[High Noon]].&lt;br /&gt;
* You can target your own bomb using the target-object-in-reticle key. Your target display will show video from the bomb's seeker.&lt;br /&gt;
* Sentry 04 in 'Place of Chariots' is assigned the cargo &amp;quot;Unable To Scan&amp;quot;.&lt;br /&gt;
* The TC-TRI cargo containers carried by Capricorn wing in &amp;quot;The Romans Blunder&amp;quot; are friendly.&lt;br /&gt;
* The GTI Ganymede is never used in the main FS2 campaign, although it appears in a multiplayer dogfight.&lt;br /&gt;
* The SCv Moloch's fighterbay was never used in the main campaign. However, it was used in a multiplayer mission.&lt;br /&gt;
* The SCv Moloch's figherbay &amp;quot;paths&amp;quot; are misplaced.&lt;br /&gt;
* FS1 command brief and tech room .anis normally had readable text. Almost all FS2 .anis, however, have some kind of nonsense text. The Colossus cutscene has several blocks of text, all of them starting with &amp;quot;Math is cool.&amp;quot; The Meson Bomb command brief animation reads like an advertisement (Guaranteed to blow anything up...).&lt;br /&gt;
* The TTC 1 tech container does not appear at all in either the FS1 or Silent Threat campaigns. A few of them appear in [[...But Hate the Traitor]], during the FS2 campaign. It also appears in the FS2 cutscene &amp;quot;Colossus&amp;quot;. &lt;br /&gt;
* Almost every radio message in FS2, other than training messages, is accompanied by a head animation. Several radio messages in FS1, however, don't have a head animation. None of the freighter's messages in FS1 have one, and there are two instances of &amp;quot;Command&amp;quot; not having an animation. In [[Eve of Destruction]], if the Orff is destroyed, Command speaks without a head .ani. Also, in [[Paving the Way]], Admiral Wolf's messages have no head .ani. In the FS2 mission [[Mystery of the Trinity]], when the Trinity reaches critical damage, a pilot speaks without a head .ani. This is due to a bug with the personas.&lt;br /&gt;
* The only squadron leader or admiral that the player ever sees is Admiral Wolf. Admiral Wolf (Alpha 1's commander on the Galatea) appears once, in a cutscene (and also a few times in-mission with the normal command head .ani).&lt;br /&gt;
* The mission name 'Exodus' appears in all three Volition single-player campaigns (The Main FreeSpace Campaign, Silent Threat, and FreeSpace 2).&lt;br /&gt;
* The mission names 'The Great Hunt' and 'Clash of the Titans' (with/without II on the end) appear in both FS1 and FS2.&lt;br /&gt;
* The ship name Andromeda was used for three Vasudan ships and one Terran ship: the PVFR Andromeda in [[The Hammer and the Anvil]], the PVC Andromeda in [[The Pursuit]], the GTSC Andromeda in [[On The Run]], and the GVC Andromeda in a command briefing in [[Surrender, Belisarius|Surrender, Belisarius!]].&lt;br /&gt;
* The &amp;quot;unmanned&amp;quot; [[PVS Scarab]] has a dead Vasudan in its debris.&lt;br /&gt;
* In [[Love the Treason...]], the jump node to [[Regulus]] is named &amp;quot;Regulas&amp;quot;.&lt;br /&gt;
* If you fire bombs into certain fighterbays, such as the [[GTI Arcadia|Arcadia]]'s, your bombs will fly in circles until they run out of fuel and explode.&lt;br /&gt;
* If you name an object &amp;quot;planet&amp;quot; in FRED, and you go near the object in-game, a message will appear saying &amp;quot;Too close to planet. Taking damage!&amp;quot;&lt;br /&gt;
* In the second training mission of FS2, there is an installation named the Kos.&lt;br /&gt;
* All GTVA warships in [[Their Finest Hour]] are beam-freed by SEXP. They are beam-freed at the start of the mission, before most of them warp in, so only one Sobek is able to fire its beams.&lt;br /&gt;
* Neither the [[SF Mara (Terrans)|Terran Mara]] nor the [[GVB Bakha|Bakha]] are ever &amp;quot;given&amp;quot; to the player using an add-tech SEXP; they're only used in &amp;quot;scramble&amp;quot; missions. Neither the [[GVB Sekhmet|Sekhmet]] nor [[GTF Pegasus|Pegasus]] are ever &amp;quot;given&amp;quot; to the player either, and these two ships are the only Terran or Vasudan fighter/bomber in FS2 that the player never has a chance to fly. &lt;br /&gt;
* The player is granted the Cyclops#short before [[Slaying Ravana]]. The player actually uses Cyclops#shorts until the [[The King's Gambit]]; he is never granted the &amp;quot;real&amp;quot; [[GTM Cyclops|Cyclops]], but uses it anyway for [[The King's Gambit]].&lt;br /&gt;
* The FS2 techroom animation for Sol shows the Earth facing &amp;quot;backwards&amp;quot; and rotating the wrong way.&lt;br /&gt;
* The amount of damage that a beam can inflict on a friendly is limited. On Very Easy, Easy, Medium, Hard, and Insane, the limits are 0, 5, 10, 20, and 30 damage (per each &amp;quot;split second&amp;quot;), respectively.&lt;br /&gt;
&lt;br /&gt;
==Design Changes==&lt;br /&gt;
&lt;br /&gt;
This category includes both early development decisions that were later changed, game engine changes between FS1 and FS2.&lt;br /&gt;
&lt;br /&gt;
* According to a table file in FS2, [[Silent Threat]] had another weapon known as the &amp;quot;GTM-84 Corkscrew Missle&amp;quot;, and was &amp;quot;deemed too wacky for final release.&amp;quot;&lt;br /&gt;
* Despite what the training missions say, support ships never run out of secondary weapons.&lt;br /&gt;
* FS1 originally had a Fenris/Leviathan cruiser named the Juggernath.&lt;br /&gt;
* The Prometheus was originally introduced at much earlier time (sometime around [[The Big Bang]]).&lt;br /&gt;
* The mission First Strike originally had an asteroid field.&lt;br /&gt;
* FS1 originally used planet bitmaps as backgrounds like in FS2.&lt;br /&gt;
* If you export the Artemis/Ares/Nephtys/Ptah/Sekhmet POF to COB, you can see that the main object is called &amp;quot;herca&amp;quot;, suggesting that they were either based on or were early concepts for the Hercules Mk II.&lt;br /&gt;
* The Bakha bomber was originally a fighter.&lt;br /&gt;
* Shivan ships were originally green in color.&lt;br /&gt;
* The [[SD Demon]] increased in hull strength 60% between FS1 and FS2, from 100,000 to 160,000 hitpoints. This may be meant to compensate for its weaker broadside relative to the Orion (otherwise the Shivans would have no decent destroyer except Sathanas).&lt;br /&gt;
* The Volition website [http://www.freespace2.com/bfod.cfm] states that FS1 had a 50 point penalty for rearming (62.5 points on Insane). This feature was removed in FS2.&lt;br /&gt;
* In the mission [[Into the Maelstrom]], there are 2 Elysium transports named Hauler 1 and Hauler 2. They have no purpose in the mission.&lt;br /&gt;
* [[Clash of the Titans]] had a Fenris class cruiser designated the Gladiator. It's arrival cue was set to [[false]], however.&lt;br /&gt;
* In [[Their Finest Hour]], the Colossus has a complicated waypoint path, implying that it was originally meant to have a complicated and dramatic battle with the Sathanas. In the final version, the waypoints are not used and the Colossus is disabled. Command orders the Colossus to warp out even though its engines aren't working.&lt;br /&gt;
* The FS1 voice VP contains some &amp;quot;alternate&amp;quot; voice acting for several missions. For example, the freighter and transport dialogue during [[First Strike]] was apparently first voiced by a woman.&lt;br /&gt;
* The command briefing for [[Enter the Dragon]] refers to &amp;quot;your investigation of [[SD Lucifer|Lucifer]] at [[Antares]]&amp;quot;. [[Alpha 1]] had not even encountered the Lucifer at that point in the campaign.&lt;br /&gt;
* FRED1 (the mission editor for FS1) originally had a feature known as TBL info. It is now present in FRED2_OPEN.&lt;br /&gt;
&lt;br /&gt;
==Renamings==&lt;br /&gt;
&lt;br /&gt;
* Hostile Vasudan wings were originally called &amp;quot;Steel&amp;quot;, &amp;quot;Brass&amp;quot;, &amp;quot;Iron&amp;quot;, etc.&lt;br /&gt;
* Shivan wings were originally called &amp;quot;Cobra&amp;quot;, &amp;quot;Viper&amp;quot;, &amp;quot;Hornet&amp;quot;, etc.&lt;br /&gt;
* The Cyclops bomb was originally named Belial.&lt;br /&gt;
* The Harpoon missile was originally named Crossbow.&lt;br /&gt;
* The Subach HL-7 laser was originally named Subach HL-33.&lt;br /&gt;
* The Subach HL-7 laser and Mekhu HL-7 laser were originally named Sidearm.&lt;br /&gt;
* The Akheton SDG laser was originally named Scalpel. It was also originally named Akheton DR-2.&lt;br /&gt;
* The Avenger laser was originally named Phalanx. &lt;br /&gt;
* The ML-16 laser was originally named Light Laser.&lt;br /&gt;
* The Harbinger was originally called the Mag-Pulse.&lt;br /&gt;
* The Interceptor was originally called the Shrike.&lt;br /&gt;
* The Prometheus was originally called the Flux.&lt;br /&gt;
* The Phoenix V was originally called the Angelfire.&lt;br /&gt;
* The Synaptic was originally called the Cluster.&lt;br /&gt;
* The MX-50 was originally called the Rockeye.&lt;br /&gt;
* The Rockeye was originally called the Wasp.&lt;br /&gt;
* The Lamprey was originally called the Shrieker.&lt;br /&gt;
* The Hornet was originally called the Swarm.&lt;br /&gt;
* The Maxim was originally called the Newton.&lt;br /&gt;
* The Morning Star was originally called the Mace.&lt;br /&gt;
* The Hornet was originally called the Bombardier&lt;br /&gt;
* NTF wings were originally called &amp;quot;Corsair&amp;quot;, etc.&lt;br /&gt;
* Admiral Khafre's name was originally Admiral Hepsut&lt;br /&gt;
* The GTD ''Aquitaine'' was originally named the GTD ''Intrepid''.&lt;br /&gt;
* The GTD ''Galatea'' was originally named the ITA ''Repulse''.&lt;br /&gt;
* The SJ ''Sathanas'' was originally named ''Apocalypse''.&lt;br /&gt;
* The GTFr ''Chronos'' was originally named ''Boar''.&lt;br /&gt;
* The GVF ''Tauret'' was originally named ''Crab''.&lt;br /&gt;
* The SF ''Dragon'' was originally named ''Mosquito''.&lt;br /&gt;
* The Avenger Prototype was originally named Mass Driver Prototype.&lt;br /&gt;
* Shivan wings were also originally named &amp;quot;Scab Alpha&amp;quot;, &amp;quot;Scab Beta&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
==Business and distribution decisions==&lt;br /&gt;
&lt;br /&gt;
* FreeSpace 1 was officially distributed as &amp;quot;Conflict: FreeSpace - The Great War&amp;quot; in Europe and &amp;quot;Descent: FreeSpace - The Great War&amp;quot; in the United States.&lt;br /&gt;
* FS1 had a DVD, which had afterburner trails and planet bitmaps.&lt;br /&gt;
* The [[GTM Infyrno]] is a deliberate misspelling of Inferno, for copyright reasons.&lt;br /&gt;
* It's FreeSpace, not Freespace (notice the capitalization of the S).&lt;br /&gt;
* FreeSpace 1 is called Descent: FreeSpace due to copyright issues with the disk compression utility FreeSpace.&lt;br /&gt;
&lt;br /&gt;
==Canon inconsistencies: Retail FS2 box==&lt;br /&gt;
&lt;br /&gt;
Several [[canon]] inconsistencies are present on the retail FS2 box (although these inconsistencies are not generally accepted as canon themselves):&lt;br /&gt;
&lt;br /&gt;
* The ''Lucifer'' is visible just at the right of the first Deimos's top turret.&lt;br /&gt;
* Beam weapons can be used also by fighters, according to the blurb on the back (&amp;quot;Learn to use beam weapons...&amp;quot;).&lt;br /&gt;
* The Deimos is a destroyer (the nameplate on the corvette says &amp;quot;..D Deimos&amp;quot;).&lt;br /&gt;
* The Deimos is also an AWACS ship (on the backside of the box there is written &amp;quot;GTA Deimos).&lt;br /&gt;
* The Deimos has complex multipart turrets that are not present in the game, or even possible under the game engine.&lt;br /&gt;
* The Deimos's turrets are not firing Terran Turrets. Instead they are firing Kayser like lasers.&lt;br /&gt;
&lt;br /&gt;
==Cutscene quirks==&lt;br /&gt;
&lt;br /&gt;
'''FreeSpace 1 Intro'''&lt;br /&gt;
* The &amp;quot;Apollo&amp;quot; pictured in the FS1 introduction cutscene is actually a modified version of the in-game Apollo. According to the FS1 reference bible, the Apollo in the intro cutscene is a &amp;quot;Terran bomber&amp;quot;. Its gun mounts are slightly different and off-center, among other changes. Perhaps [[Volition]] placed the Apollo's gun mounts closer to the centerline for the sake of playability. The Manticore, too, has different fire points (mounted on the twin &amp;quot;booms&amp;quot; instead of centered like they are in the game). &lt;br /&gt;
* If you look carefully, you can see a (apparently dead) copilot in the intro's Apollo-bomber.&lt;br /&gt;
'''FreeSpace 2 Intro'''&lt;br /&gt;
* The battle portrayed in the FreeSpace 1 intro involves many more ships than the destruction of the [[Galatea|''Galatea'']] as portrayed in [[Doomsday]]. &lt;br /&gt;
* Many community members claim that the destroyer holed in the intro is the GTD ''Legion''. However, FreeSpace 1 command briefs claim that the ''Bastion'' and ''Galatea'' are guarding Deneb, and makes no reference to any other Terran destroyers guarding the system.&lt;br /&gt;
* A Shivan [[Demon|''Demon'']]-class destroyer appears after the destruction of the ''Galatea'', even though the only Shivan destroyer in the system, the [[SD Eva|''Eva'']], was already destroyed in [[Evangelist]].&lt;br /&gt;
* The [[Ursa]] is shown even though it was not finished with R&amp;amp;D until after [[Running the Gauntlet]].&lt;br /&gt;
* None of the [[Fenris]] cruisers had their missile launchers shown.&lt;br /&gt;
'''Hallfight'''&lt;br /&gt;
* In FS1 Cutscene 'Hallfight,' the captured Shivan vessel is called 'Freighter,' but it's actually an Azrael transport.&lt;br /&gt;
&lt;br /&gt;
==Canon inconsistencies: Colossus cutscene==&lt;br /&gt;
&lt;br /&gt;
The Colossus cutscene contains quite a few inconsistencies with the main game.&lt;br /&gt;
&lt;br /&gt;
* The Ganymede in the cutscene is several times bigger than normal.&lt;br /&gt;
* The ''Lucifer'' is smaller than normal.&lt;br /&gt;
* The Chronos freighters have two turrets (as opposed to the usual one), and the turrets look different.&lt;br /&gt;
* The Chronos freighters were either much smaller or the TTC 1 cargo much bigger.&lt;br /&gt;
* Mirfak is named Mirfax.&lt;br /&gt;
* The Galatea appears in the Colossus fleet.&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Min&amp;diff=10957</id>
		<title>Min</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Min&amp;diff=10957"/>
		<updated>2007-07-26T14:57:25Z</updated>

		<summary type="html">&lt;p&gt;Supernova: New page:  min    Minimum value (Arithmetic operator)    Returns the minimum of a set of numbers. Takes 1 or more numeric arguments.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; min &lt;br /&gt;
  Minimum value (Arithmetic operator) &lt;br /&gt;
  Returns the minimum of a set of numbers. Takes 1 or more numeric arguments.&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Abs&amp;diff=10956</id>
		<title>Abs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Abs&amp;diff=10956"/>
		<updated>2007-07-26T14:56:54Z</updated>

		<summary type="html">&lt;p&gt;Supernova: New page:  abs    Absolute value (Arithmetic operator)    Returns the absolute value of a number. Takes 1 numeric argument.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; abs &lt;br /&gt;
  Absolute value (Arithmetic operator) &lt;br /&gt;
  Returns the absolute value of a number. Takes 1 numeric argument.&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Rand-multiple&amp;diff=10955</id>
		<title>Rand-multiple</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Rand-multiple&amp;diff=10955"/>
		<updated>2007-07-26T14:56:14Z</updated>

		<summary type="html">&lt;p&gt;Supernova: New page:  rand-multiple    Rand-multiple (Arithmetic operator)    Gets a random number. This number can and will change between successive calls to this sexp.       Returns a number. Takes 2 or 3 n...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; rand-multiple &lt;br /&gt;
  Rand-multiple (Arithmetic operator) &lt;br /&gt;
  Gets a random number. This number can and will change between successive calls to this sexp. &lt;br /&gt;
  &lt;br /&gt;
  Returns a number. Takes 2 or 3 numeric arguments... &lt;br /&gt;
  1: Low range of random number. &lt;br /&gt;
  2: High range of random number. &lt;br /&gt;
  3: (optional) A seed to use when generating numbers. (Setting this to 0 is the same as having no seed at all)&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Rand&amp;diff=10954</id>
		<title>Rand</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Rand&amp;diff=10954"/>
		<updated>2007-07-26T14:54:50Z</updated>

		<summary type="html">&lt;p&gt;Supernova: New page:  rand    Rand (Arithmetic operator)    Gets a random number. This number will not change on successive calls to this sexp.       Returns a number. Takes 2 or 3 numeric arguments...    1: L...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; rand &lt;br /&gt;
  Rand (Arithmetic operator) &lt;br /&gt;
  Gets a random number. This number will not change on successive calls to this sexp. &lt;br /&gt;
  &lt;br /&gt;
  Returns a number. Takes 2 or 3 numeric arguments... &lt;br /&gt;
  1: Low range of random number. &lt;br /&gt;
  2: High range of random number. &lt;br /&gt;
  3: (optional) A seed to use when generating numbers. (Setting this to 0 is the same as having no seed at all)&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Mod&amp;diff=10953</id>
		<title>Mod</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Mod&amp;diff=10953"/>
		<updated>2007-07-26T14:54:06Z</updated>

		<summary type="html">&lt;p&gt;Supernova: New page:  mod    Mod (Arithmetic operator)    Divides numbers and returns the remainer.       Returns a number. Takes 2 or more numeric arguments.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; mod &lt;br /&gt;
  Mod (Arithmetic operator) &lt;br /&gt;
  Divides numbers and returns the remainer. &lt;br /&gt;
  &lt;br /&gt;
  Returns a number. Takes 2 or more numeric arguments.&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Divide&amp;diff=10952</id>
		<title>Divide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Divide&amp;diff=10952"/>
		<updated>2007-07-26T14:52:07Z</updated>

		<summary type="html">&lt;p&gt;Supernova: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; / &lt;br /&gt;
  Divide (Arithmetic operator) &lt;br /&gt;
  Divides numbers and returns results. &lt;br /&gt;
  &lt;br /&gt;
  Returns a number. Takes 2 or more numeric arguments.&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Divide&amp;diff=10951</id>
		<title>Divide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Divide&amp;diff=10951"/>
		<updated>2007-07-26T14:51:58Z</updated>

		<summary type="html">&lt;p&gt;Supernova: New page:  /    Divide (Arithmetic operator)    Divides numbers and returns results.     Returns a number. Takes 2 or more numeric arguments.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; / &lt;br /&gt;
  Divide (Arithmetic operator) &lt;br /&gt;
  Divides numbers and returns results. &lt;br /&gt;
&lt;br /&gt;
  Returns a number. Takes 2 or more numeric arguments.&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Multiply&amp;diff=10950</id>
		<title>Multiply</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Multiply&amp;diff=10950"/>
		<updated>2007-07-26T14:51:25Z</updated>

		<summary type="html">&lt;p&gt;Supernova: New page:  *    Multiply (Arithmetic operator)   Multiplies numbers and returns results.     Returns a number. Takes 2 or more numeric arguments.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; *  &lt;br /&gt;
 Multiply (Arithmetic operator) &lt;br /&gt;
 Multiplies numbers and returns results. &lt;br /&gt;
 &lt;br /&gt;
 Returns a number. Takes 2 or more numeric arguments.&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Minus&amp;diff=10949</id>
		<title>Minus</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Minus&amp;diff=10949"/>
		<updated>2007-07-26T14:50:18Z</updated>

		<summary type="html">&lt;p&gt;Supernova: New page:  -   Minus (Arithmetic operator)   Subtracts numbers and returns results.   Returns a number. Takes 2 or more numeric arguments.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; - &lt;br /&gt;
 Minus (Arithmetic operator) &lt;br /&gt;
 Subtracts numbers and returns results. &lt;br /&gt;
 Returns a number. Takes 2 or more numeric arguments.&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Plus&amp;diff=10948</id>
		<title>Plus</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Plus&amp;diff=10948"/>
		<updated>2007-07-26T14:49:43Z</updated>

		<summary type="html">&lt;p&gt;Supernova: New page:  +   Plus (Arithmetic operator)   Adds numbers and returns results.   Returns a number. Takes 2 or more numeric arguments.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; + &lt;br /&gt;
 Plus (Arithmetic operator) &lt;br /&gt;
 Adds numbers and returns results. &lt;br /&gt;
 Returns a number. Takes 2 or more numeric arguments.&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Self-destruct&amp;diff=10947</id>
		<title>Self-destruct</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Self-destruct&amp;diff=10947"/>
		<updated>2007-07-26T14:47:41Z</updated>

		<summary type="html">&lt;p&gt;Supernova: Actual SEXP Help&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; self-destruct &lt;br /&gt;
 Self destruct (Action operator) &lt;br /&gt;
 Causes the specified ship(s) to self destruct. &lt;br /&gt;
 Takes 1 or more arguments... &lt;br /&gt;
 All: Name of ship to self destruct. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The self-destruct SEXP immediately sets a ships health to zero.&lt;br /&gt;
This triggers the ship's destruct animation rather then making the ship disappear, if that is what you meant to do, there are better SEXPs.&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Change-iff&amp;diff=10946</id>
		<title>Change-iff</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Change-iff&amp;diff=10946"/>
		<updated>2007-07-26T14:46:15Z</updated>

		<summary type="html">&lt;p&gt;Supernova: Actual SEXP Help&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; change-iff &lt;br /&gt;
 Change IFF (Action operator) &lt;br /&gt;
 Sets the specified ship(s) or wing(s) to the specified team. &lt;br /&gt;
 Takes 2 or more arguments... &lt;br /&gt;
 1: Team to change to (&amp;quot;friendly&amp;quot;, &amp;quot;hostile&amp;quot; or &amp;quot;unknown&amp;quot;). &lt;br /&gt;
 Rest: Name of ship or wing to change team status of. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The change IFF sexp can be used by mission designers so that when called, It will change the IFF of a given ship so that it can effectively change alliegance.&lt;br /&gt;
&lt;br /&gt;
It can also be used to change the Players IFF simulating desertion or Commands wrath at messing up in some way.&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=SSL&amp;diff=10920</id>
		<title>SSL</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=SSL&amp;diff=10920"/>
		<updated>2007-07-25T18:57:57Z</updated>

		<summary type="html">&lt;p&gt;Supernova: Redirecting to Shivan Super Laser&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[Shivan Super Laser]]&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=SSD_Lucifer&amp;diff=10917</id>
		<title>SSD Lucifer</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=SSD_Lucifer&amp;diff=10917"/>
		<updated>2007-07-25T16:34:27Z</updated>

		<summary type="html">&lt;p&gt;Supernova: Redirecting to SD Lucifer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[SD Lucifer]]&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Lucy&amp;diff=10916</id>
		<title>Lucy</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Lucy&amp;diff=10916"/>
		<updated>2007-07-25T16:33:31Z</updated>

		<summary type="html">&lt;p&gt;Supernova: Redirecting to SD Lucifer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[SD Lucifer]]&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Argonautica&amp;diff=10914</id>
		<title>Argonautica</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Argonautica&amp;diff=10914"/>
		<updated>2007-07-25T14:30:27Z</updated>

		<summary type="html">&lt;p&gt;Supernova: Removed line&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|- cellpadding=&amp;quot;8&amp;quot; style=&amp;quot;background:#000000;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Straight, No Chaser|Previous Mission]]&lt;br /&gt;
| [[Campaign Walkthrough]]&lt;br /&gt;
| [[Exodus (FS2)|Next Mission]] or [[As Lightning Fall|SOC Loop 2]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ACT 3, MISSION 5&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fighter squadron:&amp;lt;/b&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt; &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
While on the run from the Sathanas, the Aquitaine is disabled by a shivan warship, just shy of the Gamma Draconis node, in the nebula.  Fighters are scrambled to defend the destroyer from further shivan attack, while repair teams and components are delivered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
This is a fairly standard nebula bomber-intercept mission.  Just make sure you prioritize your targets appropriately and don't get stuck on the wrong side of the Aquitaine.  The ship is three kilometers long, so if you are racing from one side to the other, without completely clearing either, you are wasting precious time that could be spent wasting bombers.&lt;br /&gt;
&lt;br /&gt;
If you clear the area of bombers, even for just a few moments, pull alongside the SCv Abaddon.  Even though you can do little more than grind through its turrets, maintaining proximity to the shivan corvette will allow the Aquitaine to bombard it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
&lt;br /&gt;
[[GTD Aquitaine|GTD &amp;lt;i&amp;gt;Aquitaine&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[SCv Abaddon|SCv &amp;lt;i&amp;gt;Abaddon&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[GTT Argo|GTT &amp;lt;i&amp;gt;Argo&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[GTC Agrippa|GTC &amp;lt;i&amp;gt;Agrippa&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Main Freespace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Argonautica&amp;diff=10913</id>
		<title>Argonautica</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Argonautica&amp;diff=10913"/>
		<updated>2007-07-25T14:29:55Z</updated>

		<summary type="html">&lt;p&gt;Supernova: Important Ship names&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|- cellpadding=&amp;quot;8&amp;quot; style=&amp;quot;background:#000000;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Straight, No Chaser|Previous Mission]]&lt;br /&gt;
| [[Campaign Walkthrough]]&lt;br /&gt;
| [[Exodus (FS2)|Next Mission]] or [[As Lightning Fall|SOC Loop 2]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ACT 3, MISSION 5&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fighter squadron:&amp;lt;/b&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt; &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
While on the run from the Sathanas, the Aquitaine is disabled by a shivan warship, just shy of the Gamma Draconis node, in the nebula.  Fighters are scrambled to defend the destroyer from further shivan attack, while repair teams and components are delivered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
This is a fairly standard nebula bomber-intercept mission.  Just make sure you prioritize your targets appropriately and don't get stuck on the wrong side of the Aquitaine.  The ship is three kilometers long, so if you are racing from one side to the other, without completely clearing either, you are wasting precious time that could be spent wasting bombers.&lt;br /&gt;
&lt;br /&gt;
If you clear the area of bombers, even for just a few moments, pull alongside the SCv Abaddon.  Even though you can do little more than grind through its turrets, maintaining proximity to the shivan corvette will allow the Aquitaine to bombard it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
&amp;lt;i&amp;gt;Incomplete List&lt;br /&gt;
(Missing names for the rescue transport and its escort cruiser.)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[GTD Aquitaine|GTD &amp;lt;i&amp;gt;Aquitaine&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[SCv Abaddon|SCv &amp;lt;i&amp;gt;Abaddon&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[GTT Argo|GTT &amp;lt;i&amp;gt;Argo&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[GTC Agrippa|GTC &amp;lt;i&amp;gt;Agrippa&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Main Freespace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Messages.tbl&amp;diff=10866</id>
		<title>Messages.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Messages.tbl&amp;diff=10866"/>
		<updated>2007-07-23T22:10:39Z</updated>

		<summary type="html">&lt;p&gt;Supernova: Oops 1 stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Messages table is used to link actions, animations, and sounds of the messages received during the mission.&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
*File begins with persona definitions in '''#Personas''' section&lt;br /&gt;
*All different personas are listed in this section which is immeaditely followed by '''#Messages''' section&lt;br /&gt;
*All actual messages are listed in this section&lt;br /&gt;
*Table ends with '''#End'''&lt;br /&gt;
&lt;br /&gt;
==Personas==&lt;br /&gt;
*Used to define the different personas used for the messages&lt;br /&gt;
&lt;br /&gt;
===$Persona:===&lt;br /&gt;
*Defines the name of the persona&lt;br /&gt;
*Syntax: ''string''&lt;br /&gt;
===$Type:===&lt;br /&gt;
*Defines the type of the persona&lt;br /&gt;
*Available types:&lt;br /&gt;
**'''&amp;quot;wingman&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;support&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;large&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;command&amp;quot;'''&lt;br /&gt;
*Syntax: &amp;quot;''string''&amp;quot;&lt;br /&gt;
===+(Species)===&lt;br /&gt;
*Optional +Species (like '''+Vasudan''') can be used to assign personas to other than to the 'default' species&lt;br /&gt;
*Syntax: +''string''&lt;br /&gt;
&lt;br /&gt;
==Messages==&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the type of the message&lt;br /&gt;
*Available types (types marked with '''*''' do not have code support) :&lt;br /&gt;
**'''&amp;quot;Arrive Enemy&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Attack Target&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Beta Arrived&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Check 6&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Engage&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Gamma Arrived&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Help&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Praise&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Backup&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Ignore Target&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;No&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Oops 1&amp;quot;''' * (Only Command has code support in Retail)&lt;br /&gt;
**'''&amp;quot;Permission&amp;quot;''' *&lt;br /&gt;
**'''&amp;quot;Stray&amp;quot;''' *&lt;br /&gt;
**'''&amp;quot;Depart&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;yes&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Rearm on Way&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;On way&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Rearm warping in&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;No Target&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Docking Start&amp;quot;''' *&lt;br /&gt;
**'''&amp;quot;Repair Done&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Repair Aborted&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Traitor&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Rearm&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Disable Target&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Disarm Target&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Player Dead&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Death&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Support Killed&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;All Clear&amp;quot;''' * &lt;br /&gt;
**'''&amp;quot;All Alone&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Repair&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Delta Arrived&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Epsilon Arrived&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Instructor Hit&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Instructor Attack&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Stray Warning&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;Stray Warning Final&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;AWACS at 75&amp;quot;'''&lt;br /&gt;
**'''&amp;quot;AWACS at 25&amp;quot;'''&lt;br /&gt;
*Syntax: &amp;quot;''string''&amp;quot;&lt;br /&gt;
===$Message: '''''OR''''' $MessageNew:===&lt;br /&gt;
*Defines the message shown in game screen when the message is triggered. Value is a reference to [[tstrings.tbl]].&lt;br /&gt;
*The use of '''$MessageNew:''' instead of older '''$Message:''' is recommended.&lt;br /&gt;
*Syntax: XSTR(&amp;quot;'''string'''&amp;quot;, '''integer''')&lt;br /&gt;
===+Persona:===&lt;br /&gt;
*Defines the persona associated with the message&lt;br /&gt;
*Syntax: ''string''&lt;br /&gt;
===+AVI Name:===&lt;br /&gt;
*Sets the AVI file that is played when the message is triggered&lt;br /&gt;
*Syntax: ''string''&lt;br /&gt;
===+Wave Name:===&lt;br /&gt;
*Sets the sounds file that is played when the message is triggered&lt;br /&gt;
*Syntax: ''string''&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
*Part of the retail FreeSpace 2 table&lt;br /&gt;
&amp;lt;pre&amp;gt;#Personas&lt;br /&gt;
&lt;br /&gt;
$Persona: Wingman 1	  &lt;br /&gt;
$Type: wingman&lt;br /&gt;
&lt;br /&gt;
$Persona: Wingman 2&lt;br /&gt;
$Type: wingman&lt;br /&gt;
&lt;br /&gt;
$Persona: Wingman 3&lt;br /&gt;
$Type: wingman&lt;br /&gt;
&lt;br /&gt;
$Persona: Wingman 4&lt;br /&gt;
$Type: wingman&lt;br /&gt;
&lt;br /&gt;
$Persona: Wingman 5&lt;br /&gt;
$Type: wingman&lt;br /&gt;
&lt;br /&gt;
$Persona: Wingman 6&lt;br /&gt;
$Type: wingman&lt;br /&gt;
+Vasudan&lt;br /&gt;
&lt;br /&gt;
$Persona: Wingman 7&lt;br /&gt;
$Type: wingman&lt;br /&gt;
+Vasudan&lt;br /&gt;
&lt;br /&gt;
$Persona: Support Ship&lt;br /&gt;
$Type: support&lt;br /&gt;
&lt;br /&gt;
$Persona: Support Ship Vasudan&lt;br /&gt;
$Type: support&lt;br /&gt;
+Vasudan&lt;br /&gt;
&lt;br /&gt;
$Persona: Large Ship&lt;br /&gt;
$Type: large&lt;br /&gt;
&lt;br /&gt;
$Persona: Large Ship Vasudan&lt;br /&gt;
$Type: large&lt;br /&gt;
+Vasudan&lt;br /&gt;
&lt;br /&gt;
$Persona: Terran Command&lt;br /&gt;
$Type: Command&lt;br /&gt;
&lt;br /&gt;
#Messages&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;; ALL CLEAR ..................................................................................&lt;br /&gt;
&lt;br /&gt;
$Name: All Clear&lt;br /&gt;
$Message: XSTR(&amp;quot;Command, we have secured the area.&amp;quot;, 2725)&lt;br /&gt;
+Persona: Wingman 1&lt;br /&gt;
+Avi Name: Head-TP1&lt;br /&gt;
+Wave Name: 1_allclear.wav&lt;br /&gt;
&lt;br /&gt;
$Name: All Clear&lt;br /&gt;
$Message: XSTR(&amp;quot;All hostiles are down. Area secure.&amp;quot;, 2726)&lt;br /&gt;
+Persona: Wingman 2&lt;br /&gt;
+Avi Name: Head-TP5&lt;br /&gt;
+Wave Name: 2_allclear.wav&lt;br /&gt;
&lt;br /&gt;
$Name: All Clear&lt;br /&gt;
$Message: XSTR(&amp;quot;All clear, Command.&amp;quot;, 2727)&lt;br /&gt;
+Persona: Wingman 3&lt;br /&gt;
+Avi Name: Head-TP6&lt;br /&gt;
+Wave Name: 3_allclear.wav&lt;br /&gt;
&lt;br /&gt;
$Name: All Clear&lt;br /&gt;
$Message: XSTR(&amp;quot;Area is secure.&amp;quot;, 2728)&lt;br /&gt;
+Persona: Wingman 4&lt;br /&gt;
+Avi Name: Head-TP7&lt;br /&gt;
+Wave Name: 4_allclear.wav&lt;br /&gt;
&lt;br /&gt;
$Name: All Clear&lt;br /&gt;
$Message: XSTR(&amp;quot;Bandits neutralized. All clear.&amp;quot;, 2729)&lt;br /&gt;
+Persona: Wingman 5&lt;br /&gt;
+Avi Name: Head-TP8&lt;br /&gt;
+Wave Name: 5_allclear.wav&lt;br /&gt;
&lt;br /&gt;
$Name: All Clear&lt;br /&gt;
$Message: XSTR(&amp;quot;All enemy forces negated.&amp;quot;, 2730)&lt;br /&gt;
+Persona: Wingman 6&lt;br /&gt;
+Avi Name: Head-VP1&lt;br /&gt;
+Wave Name: 6_allclear.wav&lt;br /&gt;
&lt;br /&gt;
$Name: All Clear&lt;br /&gt;
$Message: XSTR(&amp;quot;All hostile targets neutralized.&amp;quot;, 2731)&lt;br /&gt;
+Persona: Wingman 7&lt;br /&gt;
+Avi Name: Head-VP2&lt;br /&gt;
+Wave Name: 7_allclear.wav&lt;br /&gt;
&lt;br /&gt;
;; ARRIVAL (Enemy) ...................................................................&lt;br /&gt;
&lt;br /&gt;
$Name: Arrive Enemy&lt;br /&gt;
$Message: XSTR(&amp;quot;Bandits incoming!&amp;quot;, 1079)&lt;br /&gt;
+Persona: Wingman 1&lt;br /&gt;
+Avi Name: Head-TP1&lt;br /&gt;
+Wave Name: 1_arrival.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Arrive Enemy&lt;br /&gt;
$Message: XSTR(&amp;quot;Heads up! Enemy wing closing in!&amp;quot;, 1078)&lt;br /&gt;
+Persona: Wingman 2&lt;br /&gt;
+Avi Name: Head-TP5&lt;br /&gt;
+Wave Name: 2_arrival.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Arrive Enemy&lt;br /&gt;
$Message: XSTR(&amp;quot;IFF confirmed! Hostiles inbound!&amp;quot;, 2732)&lt;br /&gt;
+Persona: Wingman 3&lt;br /&gt;
+Avi Name: Head-TP6&lt;br /&gt;
+Wave Name: 3_arrival.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Arrive Enemy&lt;br /&gt;
$Message: XSTR(&amp;quot;Hostiles approaching fast!&amp;quot;, 2733)&lt;br /&gt;
+Persona: Wingman 4&lt;br /&gt;
+Avi Name: Head-TP7&lt;br /&gt;
+Wave Name: 4_arrival.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Arrive Enemy&lt;br /&gt;
$Message: XSTR(&amp;quot;We've got company!&amp;quot;, 1080)&lt;br /&gt;
+Persona: Wingman 5&lt;br /&gt;
+Avi Name: Head-TP8&lt;br /&gt;
+Wave Name: 5_arrival.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Arrive Enemy&lt;br /&gt;
$Message: XSTR(&amp;quot;Reading hostile indicators.&amp;quot;, 2734)&lt;br /&gt;
+Persona: Wingman 6&lt;br /&gt;
+Avi Name: Head-VP1&lt;br /&gt;
+Wave Name: 6_arrival.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Arrive Enemy &lt;br /&gt;
$Message: XSTR(&amp;quot;Enemy wing inbound.&amp;quot;, 2735)&lt;br /&gt;
+Persona: Wingman 7&lt;br /&gt;
+Avi Name: Head-VP2&lt;br /&gt;
+Wave Name: 7_arrival.wav&lt;br /&gt;
&lt;br /&gt;
$Name:Arrive Enemy&lt;br /&gt;
$Message: XSTR(&amp;quot;Incoming jump signature! Hostile configuration!&amp;quot;, 2736)&lt;br /&gt;
+Persona: Terran Command&lt;br /&gt;
+Avi Name: Head-CM2&lt;br /&gt;
+Wave Name: TC_arrival.wav&lt;br /&gt;
&lt;br /&gt;
;; ATTACK MY TARGET ...........................................................................&lt;br /&gt;
&lt;br /&gt;
$Name: Attack Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Roger that, sir. Engaging your target.&amp;quot;, 2737)&lt;br /&gt;
+Persona: Wingman 1&lt;br /&gt;
+Avi Name: Head-TP1&lt;br /&gt;
+Wave Name: 1_attack.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Attack Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Yes, sir! We'll take em down!&amp;quot;, 2738)&lt;br /&gt;
+Persona: Wingman 2&lt;br /&gt;
+Avi Name: Head-TP5&lt;br /&gt;
+Wave Name: 2_attack.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Attack Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Breaking to attack.&amp;quot;, 2739)&lt;br /&gt;
+Persona: Wingman 3&lt;br /&gt;
+Avi Name: Head-TP6&lt;br /&gt;
+Wave Name: 3_attack.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Attack Target&lt;br /&gt;
$Message: XSTR(&amp;quot;I've got em in my sights!&amp;quot;, 2740)&lt;br /&gt;
+Persona: Wingman 4&lt;br /&gt;
+Avi Name: Head-TP7&lt;br /&gt;
+Wave Name: 4_attack.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Attack Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Target acquired.&amp;quot;, 2741)&lt;br /&gt;
+Persona: Wingman 5&lt;br /&gt;
+Avi Name: Head-TP8&lt;br /&gt;
+Wave Name: 5_attack.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Attack Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Affirmative. We will destroy your target.&amp;quot;, 2742)&lt;br /&gt;
+Persona: Wingman 6&lt;br /&gt;
+Avi Name: Head-VP1&lt;br /&gt;
+Wave Name: 6_attack.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Attack Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Commencing attack on your target.&amp;quot;, 2743)&lt;br /&gt;
+Persona: Wingman 7&lt;br /&gt;
+Avi Name: Head-VP2&lt;br /&gt;
+Wave Name: 7_attack.wav&lt;br /&gt;
&lt;br /&gt;
;; BACKUP ARRIVAL (previously named &amp;quot;REINFORCEMENTS&amp;quot;) .........................................&lt;br /&gt;
&lt;br /&gt;
$Name: Backup&lt;br /&gt;
$Message: XSTR(&amp;quot;Reinforcements on station. Request status brief.&amp;quot;, 2744)&lt;br /&gt;
+Persona: Wingman 1&lt;br /&gt;
+Avi Name: Head-TP1&lt;br /&gt;
+Wave Name: 1_backup.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Backup&lt;br /&gt;
$Message: XSTR(&amp;quot;Reinforcements here. Standing by for orders.&amp;quot;, 2745)&lt;br /&gt;
+Persona: Wingman 2&lt;br /&gt;
+Avi Name: Head-TP5&lt;br /&gt;
+Wave Name: 2_backup.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Backup&lt;br /&gt;
$Message: XSTR(&amp;quot;Sir, reinforcements are now in position!&amp;quot;, 2746)&lt;br /&gt;
+Persona: Wingman 3&lt;br /&gt;
+Avi Name: Head-TP6&lt;br /&gt;
+Wave Name: 3_backup.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Backup&lt;br /&gt;
$Message: XSTR(&amp;quot;The cavalry has arrived, sir.&amp;quot;, 2747)&lt;br /&gt;
+Persona: Wingman 4&lt;br /&gt;
+Avi Name: Head-TP7&lt;br /&gt;
+Wave Name: 4_backup.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Backup&lt;br /&gt;
$Message: XSTR(&amp;quot;Reinforcements have arrived. Awaiting orders.&amp;quot;, 2748)&lt;br /&gt;
+Persona: Wingman 5&lt;br /&gt;
+Avi Name: Head-TP8&lt;br /&gt;
+Wave Name: 5_backup.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Backup&lt;br /&gt;
$Message: XSTR(&amp;quot;We are here to assist. What is your status?&amp;quot;, 2749)&lt;br /&gt;
+Persona: Wingman 6&lt;br /&gt;
+Avi Name: Head-VP1&lt;br /&gt;
+Wave Name: 6_backup.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Backup&lt;br /&gt;
$Message: XSTR(&amp;quot;We will reinforce your wing. Please transmit orders.&amp;quot;, 2750)&lt;br /&gt;
+Persona: Wingman 7&lt;br /&gt;
+Avi Name: Head-VP2&lt;br /&gt;
+Wave Name: 7_backup.wav&lt;br /&gt;
&lt;br /&gt;
;; BETA WING ARRIVAL ..........................................................................&lt;br /&gt;
&lt;br /&gt;
$Name: Beta Arrived&lt;br /&gt;
$Message: XSTR(&amp;quot;Beta wing here. Standing by.&amp;quot;, 2751)&lt;br /&gt;
+Persona: Wingman 1&lt;br /&gt;
+Avi Name: Head-TP1&lt;br /&gt;
+Wave Name: 1_beta.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Beta Arrived&lt;br /&gt;
$Message: XSTR(&amp;quot;This is Beta wing. What's your status?&amp;quot;, 2752)&lt;br /&gt;
+Persona: Wingman 2&lt;br /&gt;
+Avi Name: Head-TP5&lt;br /&gt;
+Wave Name: 2_beta.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Beta Arrived&lt;br /&gt;
$Message: XSTR(&amp;quot;Beta wing now in position.&amp;quot;, 2753)&lt;br /&gt;
+Persona: Wingman 3&lt;br /&gt;
+Avi Name: Head-TP6&lt;br /&gt;
+Wave Name: 3_beta.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Beta Arrived&lt;br /&gt;
$Message: XSTR(&amp;quot;Beta wing has arrived. Awaiting orders.&amp;quot;, 2754)&lt;br /&gt;
+Persona: Wingman 4&lt;br /&gt;
+Avi Name: Head-TP7&lt;br /&gt;
+Wave Name: 4_beta.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Beta Arrived&lt;br /&gt;
$Message: XSTR(&amp;quot;Beta wing here. We're now in system, Command!&amp;quot;, 2755)&lt;br /&gt;
+Persona: Wingman 5&lt;br /&gt;
+Avi Name: Head-TP8&lt;br /&gt;
+Wave Name: 5_beta.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Beta Arrived&lt;br /&gt;
$Message: XSTR(&amp;quot;Beta wing is on station.&amp;quot;, 2756)&lt;br /&gt;
+Persona: Wingman 6&lt;br /&gt;
+Avi Name: Head-VP1&lt;br /&gt;
+Wave Name: 6_beta.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Beta Arrived&lt;br /&gt;
$Message: XSTR(&amp;quot;This is Beta wing. Standing by for orders.&amp;quot;, 2757)&lt;br /&gt;
+Persona: Wingman 7&lt;br /&gt;
+Avi Name: Head-VP2&lt;br /&gt;
+Wave Name: 7_beta.wav&lt;br /&gt;
&lt;br /&gt;
;; CHECK YOUR SIX .............................................................................&lt;br /&gt;
&lt;br /&gt;
$Name: Check 6&lt;br /&gt;
$Message: XSTR(&amp;quot;Check your six!&amp;quot;, 2758)&lt;br /&gt;
+Persona: Wingman 1&lt;br /&gt;
+Avi Name: Head-TP1&lt;br /&gt;
+Wave Name: 1_Check6.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Check 6&lt;br /&gt;
$Message: XSTR(&amp;quot;Bandit on your tail!&amp;quot;, 2759)&lt;br /&gt;
+Persona: Wingman 2&lt;br /&gt;
+Avi Name: Head-TP5&lt;br /&gt;
+Wave Name: 2_Check6.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Check 6&lt;br /&gt;
$Message: XSTR(&amp;quot;Watch your back, pilot!&amp;quot;, 2760)&lt;br /&gt;
+Persona: Wingman 3&lt;br /&gt;
+Avi Name: Head-TP6&lt;br /&gt;
+Wave Name: 3_Check6.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Check 6&lt;br /&gt;
$Message: XSTR(&amp;quot;Behind you, pilot!&amp;quot;, 2761)&lt;br /&gt;
+Persona: Wingman 4&lt;br /&gt;
+Avi Name: Head-TP7&lt;br /&gt;
+Wave Name: 4_Check6.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Check 6&lt;br /&gt;
$Message: XSTR(&amp;quot;On your six! On your six!&amp;quot;, 2762)&lt;br /&gt;
+Persona: Wingman 5&lt;br /&gt;
+Avi Name: Head-TP8&lt;br /&gt;
+Wave Name: 5_Check6.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Check 6&lt;br /&gt;
$Message: XSTR(&amp;quot;Take evasive action, pilot!&amp;quot;, 2763)&lt;br /&gt;
+Persona: Wingman 6&lt;br /&gt;
+Avi Name: Head-VP1&lt;br /&gt;
+Wave Name: 6_Check6.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Check 6&lt;br /&gt;
$Message: XSTR(&amp;quot;Bandit at six o'clock!&amp;quot;, 2764)&lt;br /&gt;
+Persona: Wingman 7&lt;br /&gt;
+Avi Name: Head-VP2&lt;br /&gt;
+Wave Name: 7_Check6.wav&lt;br /&gt;
&lt;br /&gt;
;; DEATH (previously wingman scream)...................................................&lt;br /&gt;
&lt;br /&gt;
$Name: Death&lt;br /&gt;
$Message: XSTR(&amp;quot;Noooooooo!!!&amp;quot;, 2765)&lt;br /&gt;
+Persona: Wingman 1&lt;br /&gt;
+Avi Name: Head-TP1&lt;br /&gt;
+Wave Name: 1_Death.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Death&lt;br /&gt;
$Message: XSTR(&amp;quot;Aaaaaaaah!!!&amp;quot;, 2766)&lt;br /&gt;
+Persona: Wingman 2&lt;br /&gt;
+Avi Name: Head-TP5&lt;br /&gt;
+Wave Name: 2_Death.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Death&lt;br /&gt;
$Message: XSTR(&amp;quot;Help me!!!&amp;quot;, 2767)&lt;br /&gt;
+Persona: Wingman 3&lt;br /&gt;
+Avi Name: Head-TP6&lt;br /&gt;
+Wave Name: 3_Death.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Death&lt;br /&gt;
$Message: XSTR(&amp;quot;Mayday! Mayday!&amp;quot;, 2768)&lt;br /&gt;
+Persona: Wingman 4&lt;br /&gt;
+Avi Name: Head-TP7&lt;br /&gt;
+Wave Name: 4_Death.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Death&lt;br /&gt;
$Message: XSTR(&amp;quot;I'm going down! I'm going down!&amp;quot;, 2769)&lt;br /&gt;
+Persona: Wingman 5&lt;br /&gt;
+Avi Name: Head-TP8&lt;br /&gt;
+Wave Name: 5_Death.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Death&lt;br /&gt;
$Message: XSTR(&amp;quot;Avenge me!&amp;quot;, 2770)&lt;br /&gt;
+Persona: Wingman 6&lt;br /&gt;
+Avi Name: Head-VP1&lt;br /&gt;
+Wave Name: 6_Death.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Death&lt;br /&gt;
$Message: XSTR(&amp;quot;Long live the Emperor!&amp;quot;, 2771)&lt;br /&gt;
+Persona: Wingman 7&lt;br /&gt;
+Avi Name: Head-VP2&lt;br /&gt;
+Wave Name: 7_Death.wav&lt;br /&gt;
&lt;br /&gt;
;; DELTA WING ARRIVAL .........................................................................&lt;br /&gt;
&lt;br /&gt;
$Name: Delta Arrived&lt;br /&gt;
$Message: XSTR(&amp;quot;This is Delta wing. What's your status?&amp;quot;, 2772)&lt;br /&gt;
+Persona: Wingman 1&lt;br /&gt;
+Avi Name: Head-TP1&lt;br /&gt;
+Wave Name: 1_Delta.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Delta Arrived&lt;br /&gt;
$Message: XSTR(&amp;quot;Delta wing now in position.&amp;quot;, 2773)&lt;br /&gt;
+Persona: Wingman 2&lt;br /&gt;
+Avi Name: Head-TP5&lt;br /&gt;
+Wave Name: 2_Delta.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Delta Arrived&lt;br /&gt;
$Message: XSTR(&amp;quot;Delta wing now on station. Awaiting orders.&amp;quot;, 2774)&lt;br /&gt;
+Persona: Wingman 3&lt;br /&gt;
+Avi Name: Head-TP6&lt;br /&gt;
+Wave Name: 3_Delta.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Delta Arrived&lt;br /&gt;
$Message: XSTR(&amp;quot;This is Delta wing. Give us a target, sir!&amp;quot;, 2775)&lt;br /&gt;
+Persona: Wingman 4&lt;br /&gt;
+Avi Name: Head-TP7&lt;br /&gt;
+Wave Name: 4_Delta.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Delta Arrived&lt;br /&gt;
$Message: XSTR(&amp;quot;Delta wing here. Standing by.&amp;quot;, 2776)&lt;br /&gt;
+Persona: Wingman 5&lt;br /&gt;
+Avi Name: Head-TP8&lt;br /&gt;
+Wave Name: 5_Delta.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Delta Arrived&lt;br /&gt;
$Message: XSTR(&amp;quot;Delta wing is ready to assist, pilot.&amp;quot;, 2777)&lt;br /&gt;
+Persona: Wingman 6&lt;br /&gt;
+Avi Name: Head-VP1&lt;br /&gt;
+Wave Name: 6_Delta.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Delta Arrived&lt;br /&gt;
$Message: XSTR(&amp;quot;This is Delta wing. What is your command?&amp;quot;, 2778)&lt;br /&gt;
+Persona: Wingman 7&lt;br /&gt;
+Avi Name: Head-VP2&lt;br /&gt;
+Wave Name: 7_Delta.wav&lt;br /&gt;
&lt;br /&gt;
;; DEPART (previously named &amp;quot;WARPOUT&amp;quot;) ........................................................&lt;br /&gt;
&lt;br /&gt;
$Name: Depart&lt;br /&gt;
$Message: XSTR(&amp;quot;Yes, sir! I'm outta here!&amp;quot;, 2779)&lt;br /&gt;
+Persona: Wingman 1&lt;br /&gt;
+Avi Name: Head-TP1&lt;br /&gt;
+Wave Name: 1_depart.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Depart&lt;br /&gt;
$Message: XSTR(&amp;quot;You don't have to tell me twice!&amp;quot;, 2780)&lt;br /&gt;
+Persona: Wingman 2&lt;br /&gt;
+Avi Name: Head-TP5&lt;br /&gt;
+Wave Name: 2_depart.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Depart&lt;br /&gt;
$Message: XSTR(&amp;quot;Roger that, sir. See you back home.&amp;quot;, 2781)&lt;br /&gt;
+Persona: Wingman 3&lt;br /&gt;
+Avi Name: Head-TP6&lt;br /&gt;
+Wave Name: 3_depart.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Depart&lt;br /&gt;
$Message: XSTR(&amp;quot;Right away, sir. Jump drive engaged.&amp;quot;, 2782)&lt;br /&gt;
+Persona: Wingman 4&lt;br /&gt;
+Avi Name: Head-TP7&lt;br /&gt;
+Wave Name: 4_depart.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Depart&lt;br /&gt;
$Message: XSTR(&amp;quot;Acknowledged. Returning to base now.&amp;quot;, 2783)&lt;br /&gt;
+Persona: Wingman 5&lt;br /&gt;
+Avi Name: Head-TP8&lt;br /&gt;
+Wave Name: 5_depart.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Depart&lt;br /&gt;
$Message: XSTR(&amp;quot;We are departing as ordered.&amp;quot;, 2784)&lt;br /&gt;
+Persona: Wingman 6&lt;br /&gt;
+Avi Name: Head-VP1&lt;br /&gt;
+Wave Name: 6_depart.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Depart&lt;br /&gt;
$Message: XSTR(&amp;quot;Returning to base.&amp;quot;, 2785)&lt;br /&gt;
+Persona: Wingman 7&lt;br /&gt;
+Avi Name: Head-VP2&lt;br /&gt;
+Wave Name: 7_depart.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Depart&lt;br /&gt;
$Message: XSTR(&amp;quot;I copy. Engaging jump drive now.&amp;quot;, 2786)&lt;br /&gt;
+Persona: Support Ship&lt;br /&gt;
+Avi Name: Head-TP3&lt;br /&gt;
+Wave Name: S_depart.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Depart&lt;br /&gt;
$Message: XSTR(&amp;quot;Departing field of engagement.&amp;quot;, 2787)&lt;br /&gt;
+Persona: Support Ship Vasudan&lt;br /&gt;
+Avi Name: Head-VP2&lt;br /&gt;
+Wave Name: VS_depart.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Depart&lt;br /&gt;
$Message: XSTR(&amp;quot;We are departing as ordered.&amp;quot;, 2788)&lt;br /&gt;
+Persona: Large Ship Vasudan&lt;br /&gt;
+Avi Name: Head-VP1&lt;br /&gt;
+Wave Name: 6_depart.wav&lt;br /&gt;
&lt;br /&gt;
;; DISABLE TARGET .............................................................................&lt;br /&gt;
&lt;br /&gt;
$Name: Disable Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Roger that, sir. Disabling your target.&amp;quot;, 2789)&lt;br /&gt;
+Persona: Wingman 1&lt;br /&gt;
+Avi Name: Head-TP1&lt;br /&gt;
+Wave Name: 1_Disable.wav &lt;br /&gt;
&lt;br /&gt;
$Name: Disable Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Yes, sir! Targeting engines now!&amp;quot;, 2790)&lt;br /&gt;
+Persona: Wingman 2&lt;br /&gt;
+Avi Name: Head-TP5&lt;br /&gt;
+Wave Name: 2_Disable.wav &lt;br /&gt;
&lt;br /&gt;
$Name: Disable Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Acquiring lock on engines.&amp;quot;, 2791)&lt;br /&gt;
+Persona: Wingman 3&lt;br /&gt;
+Avi Name: Head-TP6&lt;br /&gt;
+Wave Name: 3_Disable.wav &lt;br /&gt;
&lt;br /&gt;
$Name: Disable Target&lt;br /&gt;
$Message: XSTR(&amp;quot;I copy that. Disabling your target now.&amp;quot;, 2792)&lt;br /&gt;
+Persona: Wingman 4&lt;br /&gt;
+Avi Name: Head-TP7&lt;br /&gt;
+Wave Name: 4_Disable.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Disable Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Roger that. We'll knock out those engines for you, sir!&amp;quot;, 2793)&lt;br /&gt;
+Persona: Wingman 5&lt;br /&gt;
+Avi Name: Head-TP8&lt;br /&gt;
+Wave Name: 5_Disable.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Disable Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Affirmative. Disabling your target.&amp;quot;, 2794)&lt;br /&gt;
+Persona: Wingman 6&lt;br /&gt;
+Avi Name: Head-VP1&lt;br /&gt;
+Wave Name: 6_Disable.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Disable Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Acknowledged. Engine subsystem targeted.&amp;quot;, 2795)&lt;br /&gt;
+Persona: Wingman 7&lt;br /&gt;
+Avi Name: Head-VP2&lt;br /&gt;
+Wave Name: 7_Disable.wav&lt;br /&gt;
&lt;br /&gt;
;; DISARM TARGET ..............................................................................&lt;br /&gt;
&lt;br /&gt;
$Name: Disarm Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Yes, sir! Targeting weapons now!&amp;quot;, 2796)&lt;br /&gt;
+Persona: Wingman 1&lt;br /&gt;
+Avi Name: Head-TP1&lt;br /&gt;
+Wave Name: 1_Disarm.wav &lt;br /&gt;
&lt;br /&gt;
$Name: Disarm Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Target data received. Acquiring lock.&amp;quot;, 2797)&lt;br /&gt;
+Persona: Wingman 2&lt;br /&gt;
+Avi Name: Head-TP5&lt;br /&gt;
+Wave Name: 2_Disarm.wav &lt;br /&gt;
&lt;br /&gt;
$Name: Disarm Target&lt;br /&gt;
$Message: XSTR(&amp;quot;I copy, sir. Disarming your target.&amp;quot;, 2798)&lt;br /&gt;
+Persona: Wingman 3&lt;br /&gt;
+Avi Name: Head-TP6&lt;br /&gt;
+Wave Name: 3_Disarm.wav &lt;br /&gt;
&lt;br /&gt;
$Name: Disarm Target&lt;br /&gt;
$Message: XSTR(&amp;quot;I'm on it.&amp;quot;, 2799)&lt;br /&gt;
+Persona: Wingman 4&lt;br /&gt;
+Avi Name: Head-TP7&lt;br /&gt;
+Wave Name: 4_Disarm.wav &lt;br /&gt;
&lt;br /&gt;
$Name: Disarm Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Roger that, sir. Disarming target now.&amp;quot;, 2800)&lt;br /&gt;
+Persona: Wingman 5&lt;br /&gt;
+Avi Name: Head-TP8&lt;br /&gt;
+Wave Name: 5_Disarm.wav &lt;br /&gt;
&lt;br /&gt;
$Name: Disarm Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Acknowledged. Weapon subsystem targeted. &amp;quot;, 2801)&lt;br /&gt;
+Persona: Wingman 6&lt;br /&gt;
+Avi Name: Head-VP1&lt;br /&gt;
+Wave Name: 6_Disarm.wav &lt;br /&gt;
&lt;br /&gt;
$Name: Disarm Target&lt;br /&gt;
$Message: XSTR(&amp;quot;I copy. Neutralizing weapons.&amp;quot;, 2802)&lt;br /&gt;
+Persona: Wingman 7&lt;br /&gt;
+Avi Name: Head-VP2&lt;br /&gt;
+Wave Name: 7_Disarm.wav&lt;br /&gt;
&lt;br /&gt;
#End&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=FreeSpace_Trivia&amp;diff=10806</id>
		<title>FreeSpace Trivia</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=FreeSpace_Trivia&amp;diff=10806"/>
		<updated>2007-07-20T17:25:26Z</updated>

		<summary type="html">&lt;p&gt;Supernova: TBL Info feature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Quirks==&lt;br /&gt;
&lt;br /&gt;
* In [[The Place of Chariots]], the mission where you encounter the [[NTF Boadicea]], Volition made complicated use of SEXPs to ensure that the Boadicea never appears when the player is looking directly at it. If the player turns toward the area where the Boadicea appears and never turns away, the mission will never progress.&lt;br /&gt;
* There are only two canon references to ground warfare in FreeSpace. If the player wins [[Surrender, Belisarius|the first mission]] in FS2, he is told that 600,000 ground troops are sent to invade Cygnus Prime. Also, there is an FS1 multi mission where the player attacks an HoL marine convoy.&lt;br /&gt;
* The Myrmidon fighter is able to carry Helios anti-matter bombs.&lt;br /&gt;
* The Aten destroyed before the mission in La Ruota Della Fortuna is designated ''HLC Maltusa''&lt;br /&gt;
* The BFGreen is only used once in the game (during [[Endgame]] and only on one of the Colossus' turrets).&lt;br /&gt;
* The LRBGreen was only used once, in [[High Noon]].&lt;br /&gt;
* You can target your own bomb using the target-object-in-reticle key. Your target display will show video from the bomb's seeker.&lt;br /&gt;
* Sentry 04 in 'Place of Chariots' is assigned the cargo &amp;quot;Unable To Scan&amp;quot;.&lt;br /&gt;
* The TC-TRI cargo containers carried by Capricorn wing in &amp;quot;The Romans Blunder&amp;quot; are friendly.&lt;br /&gt;
* The GTI Ganymede is never used in the main FS2 campaign, although it appears in a multiplayer dogfight.&lt;br /&gt;
* The SCv Moloch's fighterbay was never used in the main campaign. However, it was used in a multiplayer mission.&lt;br /&gt;
* The SCv Moloch's figherbay &amp;quot;paths&amp;quot; are misplaced.&lt;br /&gt;
* FS1 command brief and tech room .anis normally had readable text. Almost all FS2 .anis, however, have some kind of nonsense text. The Colossus cutscene has several blocks of text, all of them starting with &amp;quot;Math is cool.&amp;quot; The Meson Bomb command brief animation reads like an advertisement (Guaranteed to blow anything up...).&lt;br /&gt;
* The TTC 1 tech container does not appear at all in either the FS1 or Silent Threat campaigns. A few of them appear in [[...But Hate the Traitor]], during the FS2 campaign. It also appears in the FS2 cutscene &amp;quot;Colossus&amp;quot;. &lt;br /&gt;
* Almost every radio message in FS2, other than training messages, is accompanied by a head animation. Several radio messages in FS1, however, don't have a head animation. None of the freighter's messages in FS1 have one, and there are two instances of &amp;quot;Command&amp;quot; not having an animation. In [[Eve of Destruction]], if the Orff is destroyed, Command speaks without a head .ani. Also, in [[Paving the Way]], Admiral Wolf's messages have no head .ani. In the FS2 mission [[Mystery of the Trinity]], when the Trinity reaches critical damage, a pilot speaks without a head .ani. This is due to a bug with the personas.&lt;br /&gt;
* The only squadron leader or admiral that the player ever sees is Admiral Wolf. Admiral Wolf (Alpha 1's commander on the Galatea) appears once, in a cutscene (and also a few times in-mission with the normal command head .ani).&lt;br /&gt;
* The mission name 'Exodus' appears in all three Volition single-player campaigns (The Main FreeSpace Campaign, Silent Threat, and FreeSpace 2).&lt;br /&gt;
* The mission names 'The Great Hunt' and 'Clash of the Titans' (with/without II on the end) appear in both FS1 and FS2.&lt;br /&gt;
* The ship name Andromeda was used for three Vasudan ships and one Terran ship: the PVFR Andromeda in [[The Hammer and the Anvil]], the PVC Andromeda in [[The Pursuit]], the GTSC Andromeda in [[On The Run]], and the GVC Andromeda in a command briefing in [[Surrender, Belisarius|Surrender, Belisarius!]].&lt;br /&gt;
* The &amp;quot;unmanned&amp;quot; [[PVS Scarab]] has a dead Vasudan in its debris.&lt;br /&gt;
* In [[Love the Treason...]], the jump node to [[Regulus]] is named &amp;quot;Regulas&amp;quot;.&lt;br /&gt;
* If you fire bombs into certain fighterbays, such as the [[GTI Arcadia|Arcadia]]'s, your bombs will fly in circles until they run out of fuel and explode.&lt;br /&gt;
* If you name an object &amp;quot;planet&amp;quot; in FRED, and you go near the object in-game, a message will appear saying &amp;quot;Too close to planet. Taking damage!&amp;quot;&lt;br /&gt;
* In the second training mission of FS2, there is an installation named the Kos.&lt;br /&gt;
* All GTVA warships in [[Their Finest Hour]] are beam-freed by SEXP. They are beam-freed at the start of the mission, before most of them warp in, so only one Sobek is able to fire its beams.&lt;br /&gt;
* Neither the [[SF Mara (Terrans)|Terran Mara]] nor the [[GVB Bakha|Bakha]] are ever &amp;quot;given&amp;quot; to the player using an add-tech SEXP; they're only used in &amp;quot;scramble&amp;quot; missions. Neither the [[GVB Sekhmet|Sekhmet]] nor [[GTF Pegasus|Pegasus]] are ever &amp;quot;given&amp;quot; to the player either, and these two ships are the only Terran or Vasudan fighter/bomber in FS2 that the player never has a chance to fly. &lt;br /&gt;
* The player is granted the Cyclops#short before [[Slaying Ravana]]. The player actually uses Cyclops#shorts until the [[The King's Gambit]]; he is never granted the &amp;quot;real&amp;quot; [[GTM Cyclops|Cyclops]], but uses it anyway for [[The King's Gambit]].&lt;br /&gt;
* The FS2 techroom animation for Sol shows the Earth facing &amp;quot;backwards&amp;quot; and rotating the wrong way.&lt;br /&gt;
* The amount of damage that a beam can inflict on a friendly is limited. On Very Easy, Easy, Medium, Hard, and Insane, the limits are 0, 5, 10, 20, and 30 damage (per each &amp;quot;split second&amp;quot;), respectively.&lt;br /&gt;
&lt;br /&gt;
==Design Changes==&lt;br /&gt;
&lt;br /&gt;
This category includes both early development decisions that were later changed, game engine changes between FS1 and FS2.&lt;br /&gt;
&lt;br /&gt;
* According to a table file in FS2, [[Silent Threat]] had another weapon known as the &amp;quot;GTM-84 Corkscrew Missle&amp;quot;, and was &amp;quot;deemed too wacky for final release.&amp;quot;&lt;br /&gt;
* Despite what the training missions say, support ships never run out of secondary weapons.&lt;br /&gt;
* FS1 originally had a Fenris/Leviathan cruiser named the Juggernath.&lt;br /&gt;
* The Prometheus was originally introduced at much earlier time (sometime around [[The Big Bang]]).&lt;br /&gt;
* The mission First Strike originally had an asteroid field.&lt;br /&gt;
* FS1 originally used planet bitmaps as backgrounds like in FS2.&lt;br /&gt;
* If you export the Artemis/Ares/Nephtys/Ptah/Sekhmet POF to COB, you can see that the main object is called &amp;quot;herca&amp;quot;, suggesting that they were either based on or were early concepts for the Hercules Mk II.&lt;br /&gt;
* The Bakha bomber was originally a fighter.&lt;br /&gt;
* Shivan ships were originally green in color.&lt;br /&gt;
* The [[SD Demon]] increased in hull strength 60% between FS1 and FS2, from 100,000 to 160,000 hitpoints. This may be meant to compensate for its weaker broadside relative to the Orion (otherwise the Shivans would have no decent destroyer except Sathanas).&lt;br /&gt;
* The Volition website [http://www.freespace2.com/bfod.cfm] states that FS1 had a 50 point penalty for rearming (62.5 points on Insane). This feature was removed in FS2.&lt;br /&gt;
* In the mission [[Into the Maelstrom]], there are 2 Elysium transports named Hauler 1 and Hauler 2. They have no purpose in the mission.&lt;br /&gt;
* [[Clash of the Titans]] had a Fenris class cruiser designated the Gladiator. It's arrival cue was set to [[false]], however.&lt;br /&gt;
* In [[Their Finest Hour]], the Colossus has a complicated waypoint path, implying that it was originally meant to have a complicated and dramatic battle with the Sathanas. In the final version, the waypoints are not used and the Colossus is disabled. Command orders the Colossus to warp out even though its engines aren't working.&lt;br /&gt;
* The FS1 voice VP contains some &amp;quot;alternate&amp;quot; voice acting for several missions. For example, the freighter and transport dialogue during [[First Strike]] was apparently first voiced by a woman.&lt;br /&gt;
* The command briefing for [[Enter the Dragon]] refers to &amp;quot;your investigation of [[SD Lucifer|Lucifer]] at [[Antares]]&amp;quot;. [[Alpha 1]] had not even encountered the Lucifer at that point in the campaign.&lt;br /&gt;
* FRED1 (the mission editor for FS1) originally had a feature known as TBL info. It is now present in FRED2_OPEN.&lt;br /&gt;
&lt;br /&gt;
==Renamings==&lt;br /&gt;
&lt;br /&gt;
* Hostile Vasudan wings were originally called &amp;quot;Steel&amp;quot;, &amp;quot;Brass&amp;quot;, &amp;quot;Iron&amp;quot;, etc.&lt;br /&gt;
* Shivan wings were originally called &amp;quot;Cobra&amp;quot;, &amp;quot;Viper&amp;quot;, &amp;quot;Hornet&amp;quot;, etc.&lt;br /&gt;
* The Cyclops bomb was originally named Belial.&lt;br /&gt;
* The Harpoon missile was originally named Crossbow.&lt;br /&gt;
* The Subach HL-7 laser was originally named Subach HL-33.&lt;br /&gt;
* The Subach HL-7 laser and Mekhu HL-7 laser were originally named Sidearm.&lt;br /&gt;
* The Akheton SDG laser was originally named Scalpel. It was also originally named Akheton DR-2.&lt;br /&gt;
* The Avenger laser was originally named Phalanx. &lt;br /&gt;
* The ML-16 laser was originally named Light Laser.&lt;br /&gt;
* The Harbinger was originally called the Mag-Pulse.&lt;br /&gt;
* The Interceptor was originally called the Shrike.&lt;br /&gt;
* The Prometheus was originally called the Flux.&lt;br /&gt;
* The Phoenix V was originally called the Angelfire.&lt;br /&gt;
* The Synaptic was originally called the Cluster.&lt;br /&gt;
* The MX-50 was originally called the Rockeye.&lt;br /&gt;
* The Rockeye was originally called the Wasp.&lt;br /&gt;
* The Lamprey was originally called the Shrieker.&lt;br /&gt;
* The Hornet was originally called the Swarm.&lt;br /&gt;
* The Maxim was originally called the Newton.&lt;br /&gt;
* The Morning Star was originally called the Mace.&lt;br /&gt;
* The Hornet was originally called the Bombardier&lt;br /&gt;
* NTF wings were originally called &amp;quot;Corsair&amp;quot;, etc.&lt;br /&gt;
* Admiral Khafre's name was originally Admiral Hepsut&lt;br /&gt;
* The GTD ''Aquitaine'' was originally named the GTD ''Intrepid''.&lt;br /&gt;
* The GTD ''Galatea'' was originally named the ITA ''Repulse''.&lt;br /&gt;
* The SJ ''Sathanas'' was originally named ''Apocalypse''.&lt;br /&gt;
* The GTFr ''Chronos'' was originally named ''Boar''.&lt;br /&gt;
* The GVF ''Tauret'' was originally named ''Crab''.&lt;br /&gt;
* The SF ''Dragon'' was originally named ''Mosquito''.&lt;br /&gt;
* The Avenger Prototype was originally named Mass Driver Prototype.&lt;br /&gt;
* Shivan wings were also originally named &amp;quot;Scab Alpha&amp;quot;, &amp;quot;Scab Beta&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
==Business and distribution decisions==&lt;br /&gt;
&lt;br /&gt;
* FreeSpace 1 was officially distributed as &amp;quot;Conflict: FreeSpace - The Great War&amp;quot; in Europe and &amp;quot;Descent: FreeSpace - The Great War&amp;quot; in the United States.&lt;br /&gt;
* FS1 had a DVD, which had afterburner trails and planet bitmaps.&lt;br /&gt;
* The [[GTM Infyrno]] is a deliberate misspelling of Inferno, for copyright reasons.&lt;br /&gt;
* It's FreeSpace, not Freespace (notice the capitalization of the S).&lt;br /&gt;
* FreeSpace 1 is called Descent: FreeSpace due to copyright issues with the disk compression utility FreeSpace.&lt;br /&gt;
&lt;br /&gt;
==Canon inconsistencies: Retail FS2 box==&lt;br /&gt;
&lt;br /&gt;
Several [[canon]] inconsistencies are present on the retail FS2 box (although these inconsistencies are not generally accepted as canon themselves):&lt;br /&gt;
&lt;br /&gt;
* The ''Lucifer'' is visible just at the right of the first Deimos's top turret.&lt;br /&gt;
* Beam weapons can be used also by fighters, according to the blurb on the back (&amp;quot;Learn to use beam weapons...&amp;quot;).&lt;br /&gt;
* The Deimos is a destroyer (the nameplate on the corvette says &amp;quot;..D Deimos&amp;quot;).&lt;br /&gt;
* The Deimos is also an AWACS ship (on the backside of the box there is written &amp;quot;GTA Deimos).&lt;br /&gt;
* The Deimos has complex multipart turrets that are not present in the game, or even possible under the game engine.&lt;br /&gt;
* The Deimos's turrets are not firing Terran Turrets. Instead they are firing Kayser like lasers.&lt;br /&gt;
&lt;br /&gt;
==Cutscene quirks==&lt;br /&gt;
&lt;br /&gt;
'''FreeSpace 1 Intro'''&lt;br /&gt;
* The &amp;quot;Apollo&amp;quot; pictured in the FS1 introduction cutscene is actually a modified version of the in-game Apollo. According to the FS1 reference bible, the Apollo in the intro cutscene is a &amp;quot;Terran bomber&amp;quot;. Its gun mounts are slightly different and off-center, among other changes. Perhaps [[Volition]] placed the Apollo's gun mounts closer to the centerline for the sake of playability. The Manticore, too, has different fire points (mounted on the twin &amp;quot;booms&amp;quot; instead of centered like they are in the game). &lt;br /&gt;
* If you look carefully, you can see a (apparently dead) copilot in the intro's Apollo-bomber.&lt;br /&gt;
'''FreeSpace 2 Intro'''&lt;br /&gt;
* The battle portrayed in the FreeSpace 1 intro involves many more ships than the destruction of the [[Galatea|''Galatea'']] as portrayed in [[Doomsday]]. &lt;br /&gt;
* Many community members claim that the destroyer holed in the intro is the GTD ''Legion''. However, FreeSpace 1 command briefs claim that the ''Bastion'' and ''Galatea'' are guarding Deneb, and makes no reference to any other Terran destroyers guarding the system.&lt;br /&gt;
* A Shivan [[Demon|''Demon'']]-class destroyer appears after the destruction of the ''Galatea'', even though the only Shivan destroyer in the system, the [[SD Eva|''Eva'']], was already destroyed in [[Evangelist]].&lt;br /&gt;
* The [[Ursa]] is shown even though it was not finished with R&amp;amp;D until after [[Running the Gauntlet]].&lt;br /&gt;
'''Hallfight'''&lt;br /&gt;
* In FS1 Cutscene 'Hallfight,' the captured Shivan vessel is called 'Freighter,' but it's actually an Azrael transport.&lt;br /&gt;
&lt;br /&gt;
==Canon inconsistencies: Colossus cutscene==&lt;br /&gt;
&lt;br /&gt;
The Colossus cutscene contains quite a few inconsistencies with the main game.&lt;br /&gt;
&lt;br /&gt;
* The Ganymede in the cutscene is several times bigger than normal.&lt;br /&gt;
* The ''Lucifer'' is smaller than normal.&lt;br /&gt;
* The Chronos freighters have two turrets (as opposed to the usual one), and the turrets look different.&lt;br /&gt;
* The Chronos freighters were either much smaller or the TTC 1 cargo much bigger.&lt;br /&gt;
* Mirfak is named Mirfax.&lt;br /&gt;
* The Galatea appears in the Colossus fleet.&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=GVA_Setekh&amp;diff=10656</id>
		<title>GVA Setekh</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=GVA_Setekh&amp;diff=10656"/>
		<updated>2007-07-13T22:08:34Z</updated>

		<summary type="html">&lt;p&gt;Supernova: Veteran comments&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
{{shipimage|image=[[Image:setekh320x240.jpg]]|caption=The GVA Setekh}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The GVA Setekh is the Vasudan class of AWACS vessels, comparable to the Terran GTA Charybdis class. Setekhs are smaller, less heavily armored, and have half the turrets of Charybdis ships. Despite these shortcomings, the Vasudan navy insists upon deploying Setekhs in Vasudan battle groups, claiming the Vasudan versions are more appropriate for their fleets. Setekhs' crystalline detection arrays provide their fleets with doubled radar range within the nebular region. Every Vasudan battle group operating in this theatre has a wing of Setekhs attached to it.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
''More or less like the Terran variant. Will blow up if a bomber sneezes on it.''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''Much weaker than the [[GTG Zephyrus]] actually&lt;br /&gt;
&lt;br /&gt;
''Has the &amp;quot;big damage&amp;quot; flag.''&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | '''[[Technical_Terms_and_Definitions#Type|Type]]'''&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | AWACS&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Manuverablity|Manuverability]]'''&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''&lt;br /&gt;
| 20.0 mps&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 8 000&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''&lt;br /&gt;
| 190 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''&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=2 style=&amp;quot;background:#300505;&amp;quot;| '''Freespace 2'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Terran Turret Weak]]&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=FreeSpace_Trivia&amp;diff=10485</id>
		<title>FreeSpace Trivia</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=FreeSpace_Trivia&amp;diff=10485"/>
		<updated>2007-07-09T14:44:45Z</updated>

		<summary type="html">&lt;p&gt;Supernova: Endgame, not High Noon. LRBGreen beam was used instead in High Noon.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Quirks==&lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;Apollo&amp;quot; pictured in the FS1 introduction cutscene is actually a modified version of the in-game Apollo. According to the FS1 reference bible, the Apollo in the intro cutscene is a &amp;quot;Terran bomber&amp;quot;. Its gun mounts are slightly different and off-center, among other changes. Perhaps [[Volition]] placed the Apollo's gun mounts closer to the centerline for the sake of playability. The Manticore, too, has different fire points (mounted on the twin &amp;quot;booms&amp;quot; instead of centered like they are in the game). &lt;br /&gt;
* If you look carefully, you can see a (apparently dead) copilot in the intro's Apollo-bomber.&lt;br /&gt;
* In [[The Place of Chariots]], the mission where you encounter the [[NTF Boadicea]], Volition made complicated use of SEXPs to ensure that the Boadicea never appears when the player is looking directly at it. If the player turns toward the area where the Boadicea appears and never turns away, the mission will never progress.&lt;br /&gt;
* There are only two canon references to ground warfare in Freespace. If the player wins [[Surrender, Belisarius|the first mission]] in FS2, he is told that 600,000 ground troops are sent to invade Cygnus Prime. Also, there is an FS1 multi mission where the player attacks an HoL marine convoy.&lt;br /&gt;
* The Myrmidon fighter is able to carry Helios anti-matter bombs.&lt;br /&gt;
* The Aten destroyed before the mission in La Ruota Della Fortuna is designated ''HLC Maltusa''&lt;br /&gt;
* The BFGreen is only used once in the game (during [[Endgame]] and only on one of the Colossus' turrets).&lt;br /&gt;
* The LRBGreen was used in [[High Noon]].&lt;br /&gt;
* You can target your own bomb using the target-object-in-reticle key. Your target display will show video from the bomb's seeker.&lt;br /&gt;
* It's FreeSpace, not Freespace (notice the capitalization of the S)&lt;br /&gt;
* FreeSpace 1 is called Descent: FreeSpace due to copyright issues with the disk compression utility FreeSpace&lt;br /&gt;
* In FS1 Cutscene 'Hallfight,' the captured Shivan vessel is called 'Freighter,' but it's actually an Azrael transport.&lt;br /&gt;
* Sentry 04 in 'Place of Chariots' is assigned the cargo &amp;quot;Unable To Scan&amp;quot;&lt;br /&gt;
* The TC-TRI cargo containers carried by Capricorn wing in &amp;quot;The Romans Blunder&amp;quot; are friendly.&lt;br /&gt;
* The GTI Ganymede is never used in the main FS2 campaign, although it appears in a multiplayer dogfight.&lt;br /&gt;
* The SCv Moloch's fighterbay was never used in the main campaign. However, it was used in a multiplayer mission.&lt;br /&gt;
* The SCv Moloch's figherbay &amp;quot;paths&amp;quot; are misplaced.&lt;br /&gt;
* FS1 command brief and tech room .anis normally had readable text. Almost all FS2 .anis, however, have some kind of nonsense text. The Collossus cutscene has several blocks of text, all of them starting with &amp;quot;Math is cool.&amp;quot; The Meson Bomb command brief animation reads like an advertisement (Guaranteed to blow anything up...).&lt;br /&gt;
* The [[GTM Infyrno]] is a deliberate misspelling of Inferno, for copyright reasons.&lt;br /&gt;
* The TTC 1 tech container does not appear at all in either the FS1 or Silent Threat campaigns. A few of them appear in [[...But Hate the Traitor]], during the FS2 campaign. It also appears in the FS2 cutscene &amp;quot;Colossus&amp;quot;. &lt;br /&gt;
* Almost every radio message in FS2, other than training messages, is accompanied by a head animation. Several radio messages in FS1, however, don't have a head animation. None of the freighter's messages in FS1 have one, and there are two instances of &amp;quot;Command&amp;quot; not having an animation. In [[Eve of Destruction]], if the Orff is destroyed, Command speaks without a head .ani. Also, in [[Paving the Way]], Admiral Wolf's messages have no head .ani. In the FS2 mission [[Mystery of the Trinity]], when the Trinity reaches critical damage, a pilot speaks without a head .ani. This is due to a bug with the personas.&lt;br /&gt;
* The only squadron leader or admiral that the player ever sees is Admiral Wolf. Admiral Wolf (Alpha 1's commander on the Galatea) appears once, in a cutscene.&lt;br /&gt;
* The mission name 'Exodus' appears in all three Volition single-player campaigns (The Main FreeSpace Campaign, Silent Threat, and FreeSpace 2).&lt;br /&gt;
* The mission names 'The Great Hunt' and 'Clash of the Titans' (with/without II on the end) appear in both FS1 and FS2.&lt;br /&gt;
* The ship name Andromeda was used for three Vasudan ships and one Terran ship: the PVFR Andromeda in [[The Hammer and the Anvil]], the PVC Andromeda in [[The Pursuit]], the GTSC Andromeda in [[On The Run]], and the GVC Andromeda in a command briefing in [[Surrender, Belisarius|Surrender, Belisarius!]].&lt;br /&gt;
* The &amp;quot;unmanned&amp;quot; [[PVS Scarab]] has a dead Vasudan in its debris.&lt;br /&gt;
* In [[Love the Treason...]], the jump node to [[Regulus]] is named &amp;quot;Regulas&amp;quot;.&lt;br /&gt;
* If you fire bombs into certain fighterbays, such as the [[GTI Arcadia|Arcadia]]'s, your bombs will fly in circles until they run out of fuel and explode.&lt;br /&gt;
* FS1 had a DVD, which had afterburner trails and planet bitmaps.&lt;br /&gt;
* If you name an object &amp;quot;planet&amp;quot; in FRED, and you go near the object in-game, a message will appear saying &amp;quot;Too close to planet. Taking damage!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Design Changes==&lt;br /&gt;
&lt;br /&gt;
This category includes both early development decisions that were later changed, and interesting changes between FS1 and FS2.&lt;br /&gt;
&lt;br /&gt;
* According to a table file in FS2, [[Silent Threat]] had another weapon known as the &amp;quot;GTM-84 Corkscrew Missle&amp;quot;, and was &amp;quot;deemed too wacky for final release.&amp;quot;&lt;br /&gt;
* Despite what the training missions say, support ships never run out of secondary weapons.&lt;br /&gt;
* FS1 originally had a Fenris/Leviathan cruiser named the Juggernath.&lt;br /&gt;
* The Prometheus was orignally introduced at much earlier time (sometime around [[The Big Bang]]).&lt;br /&gt;
* The mission First Strike originally had an asteroid field.&lt;br /&gt;
* FS1 originally used planet bitmaps as backgrounds like in FS2.&lt;br /&gt;
* If you export the Artemis/Ares/Nephtys/Ptah/Sekhmet POF to COB, you can see that the main object is called &amp;quot;herca&amp;quot;, suggesting that they were either based on or were early concepts for the Hercules Mk II.&lt;br /&gt;
* The Bakha bomber was originally a fighter.&lt;br /&gt;
* Shivan ships were originally green in color.&lt;br /&gt;
* The [[SD Demon]] increased in hull strength 60% between FS1 and FS2, from 100,000 to 160,000 hitpoints. This may be meant to compensate for its weaker broadside relative to the Orion (otherwise the Shivans would have no decent destroyer except Sathanas).&lt;br /&gt;
* The Volition website [http://www.freespace2.com/bfod.cfm] states that FS1 had a 50 point penalty for rearming (62.5 points on Insane). This feature was removed in FS2.&lt;br /&gt;
* In the mission [[Into the Maelstrom]], there are 2 Elysium transports named Hauler 1 and Hauler 2. They have no purpose in the mission.&lt;br /&gt;
* [[Clash of the Titans]] had a Fenris class cruiser designated the Gladiator. It's arrival cue was set to [[false]], however.&lt;br /&gt;
* In the second training mission of FS2, there is an installation named the Kos.&lt;br /&gt;
&lt;br /&gt;
==Renamings==&lt;br /&gt;
&lt;br /&gt;
* Hostile Vasudan wings were originally called &amp;quot;Steel&amp;quot;, &amp;quot;Brass&amp;quot;, &amp;quot;Iron&amp;quot;, etc.&lt;br /&gt;
* Shivan wings were originally called &amp;quot;Cobra&amp;quot;, &amp;quot;Viper&amp;quot;, &amp;quot;Hornet&amp;quot;, etc.&lt;br /&gt;
* The Cyclops bomb was originally named Belial.&lt;br /&gt;
* The Harpoon missile was originally named Crossbow.&lt;br /&gt;
* The Subach HL-7 laser was originally named Subach HL-33.&lt;br /&gt;
* The Subach HL-7 laser and Mekhu HL-7 laser were originally named Sidearm.&lt;br /&gt;
* The Akheton SDG laser was originally named Scalpel. It was also originally named Akheton DR-2.&lt;br /&gt;
* The Avenger laser was originally named Phalanx. &lt;br /&gt;
* The ML-16 laser was originally named Light Laser.&lt;br /&gt;
* The Harbinger was originally called the Mag-Pulse.&lt;br /&gt;
* The Interceptor was originally called the Shrike.&lt;br /&gt;
* The Prometheus was originally called the Flux.&lt;br /&gt;
* The Phoenix V was originally called the Angelfire.&lt;br /&gt;
* The Synaptic was originally called the Cluster.&lt;br /&gt;
* The MX-50 was originally called the Rockeye.&lt;br /&gt;
* The Rockeye was originally called the Wasp.&lt;br /&gt;
* The Lamprey was originally called the Shrieker.&lt;br /&gt;
* The Hornet was originally called the Swarm.&lt;br /&gt;
* The Maxim was originally called the Newton.&lt;br /&gt;
* The Morning Star was originally called the Mace.&lt;br /&gt;
* The Hornet was originally called the Bombardier&lt;br /&gt;
* NTF wings were originally called &amp;quot;Corsair&amp;quot;, etc.&lt;br /&gt;
* Admiral Khafre's name was originally Admiral Hepsut&lt;br /&gt;
* The GTD ''Aquitaine'' was originally named the GTD ''Intrepid''.&lt;br /&gt;
* The GTD ''Galatea'' was originally named the ITA ''Repulse''.&lt;br /&gt;
* The SJ ''Sathanas'' was originally named ''Apocalypse''.&lt;br /&gt;
* The GTFr ''Chronos'' was originally named ''Boar''.&lt;br /&gt;
* The GVF ''Tauret'' was originally named ''Crab''.&lt;br /&gt;
* The SF ''Dragon'' was originally named ''Mosquito''.&lt;br /&gt;
* The Avenger Prototype was originally named Mass Driver Prototype.&lt;br /&gt;
* Shivan wings were also originally named &amp;quot;Scab Alpha&amp;quot;, &amp;quot;Scab Beta&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
==Canon inconsistencies: Retail FS2 box==&lt;br /&gt;
&lt;br /&gt;
Several [[canon]] inconsistencies are present on the retail FS2 box (although these inconsistencies are not generally accepted as canon themselves):&lt;br /&gt;
&lt;br /&gt;
* The ''Lucifer'' is visible just at the right of the first Deimos's top turret.&lt;br /&gt;
* Beam weapons can be used also by fighters, according to the blurb on the back (&amp;quot;Learn to use beam weapons...&amp;quot;).&lt;br /&gt;
* The Deimos is a destroyer (the nameplate on the corvette says &amp;quot;..D Deimos&amp;quot;).&lt;br /&gt;
* The Deimos is also an AWACS ship (on the backside of the box there is written &amp;quot;GTA Deimos).&lt;br /&gt;
* The Deimos has complex multipart turrets that are not present in the game, or even possible under the game engine.&lt;br /&gt;
* The Deimos's turrets are not firing Terran Turrets. Instead they are firing Kayser like lasers.&lt;br /&gt;
&lt;br /&gt;
==Canon inconsistencies: Colossus cutscene==&lt;br /&gt;
&lt;br /&gt;
The Colossus cutscene contains quite a few inconsistencies with the main game.&lt;br /&gt;
&lt;br /&gt;
* The Ganymede in the cutscene is several times bigger than normal.&lt;br /&gt;
* The ''Lucifer'' is smaller than normal.&lt;br /&gt;
* The Chronos freighters have two turrets (as opposed to the usual one), and the turrets look different.&lt;br /&gt;
* The Chronos freighters were either much smaller or the TTC 1 cargo much bigger.&lt;br /&gt;
* Mirfak is named Mirfax.&lt;br /&gt;
* The Galatea appears in the Colossus fleet.&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=ULTRA_Anti-Fighter_Beam&amp;diff=10484</id>
		<title>ULTRA Anti-Fighter Beam</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=ULTRA_Anti-Fighter_Beam&amp;diff=10484"/>
		<updated>2007-07-09T14:41:04Z</updated>

		<summary type="html">&lt;p&gt;Supernova: Veteran Comments&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''ULTRA Anti-Fighter Beam''' is beam used in the [[Portal:Freespace 2|Freespace 2]] to defend capital ships against fighters&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
==Description==&lt;br /&gt;
Anti-fighter beam weapon&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
'''''Very''' deadly AAA beam, more effective then the [[AAAf]] or [[AAAh]], not usually used, and never by default. Powerful enough to destroy most fighters in one pulse. In the main FS2 campaign, it is used by the [[Freespace_2_Terran_Ship_Database#GTCv_Warspite|GTCv Warspite]] in &amp;quot;A Game of TAG&amp;quot; to balance the player's lack of any proper missiles.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Also used by the [[Colossus]] in [[High Noon]].''&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | '''Range'''&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | 4000 m&lt;br /&gt;
|-&lt;br /&gt;
| '''Rate of Fire'''&lt;br /&gt;
| 2.2 s&lt;br /&gt;
|-&lt;br /&gt;
| '''Velocity'''&lt;br /&gt;
| Instant&lt;br /&gt;
|-&lt;br /&gt;
| '''Shots'''&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| '''Damage''' per second&lt;br /&gt;
| 165&lt;br /&gt;
|-&lt;br /&gt;
| '''Damage''' per pulse&lt;br /&gt;
| 413&lt;br /&gt;
|-&lt;br /&gt;
| Against Hullplating&lt;br /&gt;
| Excellent&lt;br /&gt;
|-&lt;br /&gt;
| Against Shields&lt;br /&gt;
| Excellent&lt;br /&gt;
|-&lt;br /&gt;
| Against Subsystems&lt;br /&gt;
| Excellent&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=FreeSpace_Trivia&amp;diff=10431</id>
		<title>FreeSpace Trivia</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=FreeSpace_Trivia&amp;diff=10431"/>
		<updated>2007-07-07T16:03:50Z</updated>

		<summary type="html">&lt;p&gt;Supernova: Planets, Hauler tranports, Kos installation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Quirks==&lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;Apollo&amp;quot; pictured in the FS1 introduction cutscene is actually a modified version of the in-game Apollo. According to the FS1 reference bible, the Apollo in the intro cutscene is a &amp;quot;Terran bomber&amp;quot;. Its gun mounts are slightly different and off-center, among other changes. Perhaps [[Volition]] placed the Apollo's gun mounts closer to the centerline for the sake of playability. The Manticore, too, has different fire points (mounted on the twin &amp;quot;booms&amp;quot; instead of centered like they are in the game). &lt;br /&gt;
* If you look carefully, you can see a (apparently dead) copilot in the intro's Apollo-bomber.&lt;br /&gt;
* In [[The Place of Chariots]], the mission where you encounter the [[NTF Boadicea]], Volition made complicated use of SEXPs to ensure that the Boadicea never appears when the player is looking directly at it. If the player turns toward the area where the Boadicea appears and never turns away, the mission will never progress.&lt;br /&gt;
* There are only two canon references to ground warfare in Freespace. If the player wins [[Surrender, Belisarius|the first mission]] in FS2, he is told that 600,000 ground troops are sent to invade Cygnus Prime. Also, there is an FS1 multi mission where the player attacks an HoL marine convoy.&lt;br /&gt;
* The Myrmidon fighter is able to carry Helios anti-matter bombs.&lt;br /&gt;
* The Aten destroyed before the mission in La Ruota Della Fortuna is designated ''HLC Maltusa''&lt;br /&gt;
* The BFGreen is only used once in the game (during High Noon and only on one of the Colossus' turrets).&lt;br /&gt;
* You can target your own bomb using the target-object-in-reticle key. Your target display will show video from the bomb's seeker.&lt;br /&gt;
* It's FreeSpace, not Freespace (notice the capitalization of the S)&lt;br /&gt;
* FreeSpace 1 is called Descent: FreeSpace due to copyright issues with the disk compression utility FreeSpace&lt;br /&gt;
* In FS1 Cutscene 'Hallfight,' the captured Shivan vessel is called 'Freighter,' but it's actually an Azrael transport.&lt;br /&gt;
* Sentry 04 in 'Place of Chariots' is assigned the cargo &amp;quot;Unable To Scan&amp;quot;&lt;br /&gt;
* The TC-TRI cargo containers carried by Capricorn wing in &amp;quot;The Romans Blunder&amp;quot; are friendly.&lt;br /&gt;
* The GTI Ganymede is never used in the main FS2 campaign, although it appears in a multiplayer dogfight.&lt;br /&gt;
* The SCv Moloch's fighterbay was never used in the main campaign. However, it was used in a multiplayer mission.&lt;br /&gt;
* The SCv Moloch's figherbay &amp;quot;paths&amp;quot; are misplaced.&lt;br /&gt;
* FS1 command brief and tech room .anis normally had readable text. Almost all FS2 .anis, however, have some kind of nonsense text. The Collossus cutscene has several blocks of text, all of them starting with &amp;quot;Math is cool.&amp;quot; The Meson Bomb command brief animation reads like an advertisement (Guaranteed to blow anything up...).&lt;br /&gt;
* The [[GTM Infyrno]] is a deliberate misspelling of Inferno, for copyright reasons.&lt;br /&gt;
* The TTC 1 tech container does not appear at all in either the FS1 or Silent Threat campaigns. A few of them appear in [[...But Hate the Traitor]], during the FS2 campaign. It also appears in the FS2 cutscene &amp;quot;Colossus&amp;quot;. &lt;br /&gt;
* Almost every radio message in FS2, other than training messages, is accompanied by a head animation. Several radio messages in FS1, however, don't have a head animation. None of the freighter's messages in FS1 have one, and there are two instances of &amp;quot;Command&amp;quot; not having an animation. In [[Eve of Destruction]], if the Orff is destroyed, Command speaks without a head .ani. Also, in [[Paving the Way]], Admiral Wolf's messages have no head .ani. In the FS2 mission [[Mystery of the Trinity]], when the Trinity reaches critical damage, a pilot speaks without a head .ani. This is due to a bug with the personas.&lt;br /&gt;
* The only squadron leader or admiral that the player ever sees is Admiral Wolf. Admiral Wolf (Alpha 1's commander on the Galatea) appears once, in a cutscene.&lt;br /&gt;
* The mission name 'Exodus' appears in all three Volition single-player campaigns (The Main FreeSpace Campaign, Silent Threat, and FreeSpace 2).&lt;br /&gt;
* The mission names 'The Great Hunt' and 'Clash of the Titans' (with/without II on the end) appear in both FS1 and FS2.&lt;br /&gt;
* The ship name Andromeda was used for three Vasudan ships and one Terran ship: the PVFR Andromeda in [[The Hammer and the Anvil]], the PVC Andromeda in [[The Pursuit]], the GTSC Andromeda in [[On The Run]], and the GVC Andromeda in a command briefing in [[Surrender, Belisarius|Surrender, Belisarius!]].&lt;br /&gt;
* The &amp;quot;unmanned&amp;quot; [[PVS Scarab]] has a dead Vasudan in its debris.&lt;br /&gt;
* In [[Love the Treason...]], the jump node to [[Regulus]] is named &amp;quot;Regulas&amp;quot;.&lt;br /&gt;
* If you fire bombs into certain fighterbays, such as the [[GTI Arcadia|Arcadia]]'s, your bombs will fly in circles until they run out of fuel and explode.&lt;br /&gt;
* FS1 had a DVD, which had afterburner trails and planet bitmaps.&lt;br /&gt;
* If you name an object &amp;quot;planet&amp;quot; in FRED, and you go near the object in-game, a message will appear saying &amp;quot;Too close to planet. Taking damage!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Design Changes==&lt;br /&gt;
&lt;br /&gt;
This category includes both early development decisions that were later changed, and interesting changes between FS1 and FS2.&lt;br /&gt;
&lt;br /&gt;
* According to a table file in FS2, [[Silent Threat]] had another weapon known as the &amp;quot;GTM-84 Corkscrew Missle&amp;quot;, and was &amp;quot;deemed too wacky for final release.&amp;quot;&lt;br /&gt;
* Despite what the training missions say, support ships never run out of secondary weapons.&lt;br /&gt;
* FS1 originally had a Fenris/Leviathan cruiser named the Juggernath.&lt;br /&gt;
* The Prometheus was orignally introduced at much earlier time (sometime around [[The Big Bang]]).&lt;br /&gt;
* The mission First Strike originally had an asteroid field.&lt;br /&gt;
* FS1 originally used planet bitmaps as backgrounds like in FS2.&lt;br /&gt;
* If you export the Artemis/Ares/Nephtys/Ptah/Sekhmet POF to COB, you can see that the main object is called &amp;quot;herca&amp;quot;, suggesting that they were either based on or were early concepts for the Hercules Mk II.&lt;br /&gt;
* The Bakha bomber was originally a fighter.&lt;br /&gt;
* Shivan ships were originally green in color.&lt;br /&gt;
* The [[SD Demon]] increased in hull strength 60% between FS1 and FS2, from 100,000 to 160,000 hitpoints. This may be meant to compensate for its weaker broadside relative to the Orion (otherwise the Shivans would have no decent destroyer except Sathanas).&lt;br /&gt;
* The Volition website [http://www.freespace2.com/bfod.cfm] states that FS1 had a 50 point penalty for rearming (62.5 points on Insane). This feature was removed in FS2.&lt;br /&gt;
* In the mission [[Into the Maelstrom]], there are 2 Elysium transports named Hauler 1 and Hauler 2. They have no purpose in the mission.&lt;br /&gt;
* [[Clash of the Titans]] had a Fenris class cruiser designated the Gladiator. It's arrival cue was set to [[false]], however.&lt;br /&gt;
* In the second training mission of FS2, there is an installation named the Kos.&lt;br /&gt;
&lt;br /&gt;
==Renamings==&lt;br /&gt;
&lt;br /&gt;
* Hostile Vasudan wings were originally called &amp;quot;Steel&amp;quot;, &amp;quot;Brass&amp;quot;, &amp;quot;Iron&amp;quot;, etc.&lt;br /&gt;
* Shivan wings were originally called &amp;quot;Cobra&amp;quot;, &amp;quot;Viper&amp;quot;, &amp;quot;Hornet&amp;quot;, etc.&lt;br /&gt;
* The Cyclops bomb was originally named Belial.&lt;br /&gt;
* The Harpoon missile was originally named Crossbow.&lt;br /&gt;
* The Subach HL-7 laser was originally named Subach HL-33.&lt;br /&gt;
* The Subach HL-7 laser and Mekhu HL-7 laser were originally named Sidearm.&lt;br /&gt;
* The Akheton SDG laser was originally named Scalpel. It was also originally named Akheton DR-2.&lt;br /&gt;
* The Avenger laser was originally named Phalanx. &lt;br /&gt;
* The ML-16 laser was originally named Light Laser.&lt;br /&gt;
* The Harbinger was originally called the Mag-Pulse.&lt;br /&gt;
* The Interceptor was originally called the Shrike.&lt;br /&gt;
* The Prometheus was originally called the Flux.&lt;br /&gt;
* The Phoenix V was originally called the Angelfire.&lt;br /&gt;
* The Synaptic was originally called the Cluster.&lt;br /&gt;
* The MX-50 was originally called the Rockeye.&lt;br /&gt;
* The Rockeye was originally called the Wasp.&lt;br /&gt;
* The Lamprey was originally called the Shrieker.&lt;br /&gt;
* The Hornet was originally called the Swarm.&lt;br /&gt;
* The Maxim was originally called the Newton.&lt;br /&gt;
* The Morning Star was originally called the Mace.&lt;br /&gt;
* The Hornet was originally called the Bombardier&lt;br /&gt;
* NTF wings were originally called &amp;quot;Corsair&amp;quot;, etc.&lt;br /&gt;
* Admiral Khafre's name was originally Admiral Hepsut&lt;br /&gt;
* The GTD ''Aquitaine'' was originally named the GTD ''Intrepid''.&lt;br /&gt;
* The GTD ''Galatea'' was originally named the ITA ''Repulse''.&lt;br /&gt;
* The SJ ''Sathanas'' was originally named ''Apocalypse''.&lt;br /&gt;
* The GTFr ''Chronos'' was originally named ''Boar''.&lt;br /&gt;
* The GVF ''Tauret'' was originally named ''Crab''.&lt;br /&gt;
* The SF ''Dragon'' was originally named ''Mosquito''.&lt;br /&gt;
* The Avenger Prototype was originally named Mass Driver Prototype.&lt;br /&gt;
* Shivan wings were also originally named &amp;quot;Scab Alpha&amp;quot;, &amp;quot;Scab Beta&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
==Canon inconsistencies: Retail FS2 box==&lt;br /&gt;
&lt;br /&gt;
Several [[canon]] inconsistencies are present on the retail FS2 box (although these inconsistencies are not generally accepted as canon themselves):&lt;br /&gt;
&lt;br /&gt;
* The ''Lucifer'' is visible just at the right of the first Deimos's top turret.&lt;br /&gt;
* Beam weapons can be used also by fighters, according to the blurb on the back (&amp;quot;Learn to use beam weapons...&amp;quot;).&lt;br /&gt;
* The Deimos is a destroyer (the nameplate on the corvette says &amp;quot;..D Deimos&amp;quot;).&lt;br /&gt;
* The Deimos is also an AWACS ship (on the backside of the box there is written &amp;quot;GTA Deimos).&lt;br /&gt;
* The Deimos has complex multipart turrets that are not present in the game, or even possible under the game engine.&lt;br /&gt;
* The Deimos's turrets are not firing Terran Turrets. Instead they are firing Kayser like lasers.&lt;br /&gt;
&lt;br /&gt;
==Canon inconsistencies: Colossus cutscene==&lt;br /&gt;
&lt;br /&gt;
The Colossus cutscene contains quite a few inconsistencies with the main game.&lt;br /&gt;
&lt;br /&gt;
* The Ganymede in the cutscene is several times bigger than normal.&lt;br /&gt;
* The ''Lucifer'' is smaller than normal.&lt;br /&gt;
* The Chronos freighters have two turrets (as opposed to the usual one), and the turrets look different.&lt;br /&gt;
* The Chronos freighters were either much smaller or the TTC 1 cargo much bigger.&lt;br /&gt;
* Mirfak is named Mirfax.&lt;br /&gt;
* The Galatea appears in the Colossus fleet.&lt;/div&gt;</summary>
		<author><name>Supernova</name></author>
		
	</entry>
</feed>