https://wiki.hard-light.net/api.php?action=feedcontributions&user=130.15.229.186&feedformat=atomFreeSpace Wiki - User contributions [en]2024-03-29T00:43:08ZUser contributionsMediaWiki 1.31.7https://wiki.hard-light.net/index.php?title=GTM_Tornado&diff=1034GTM Tornado2005-11-20T17:25:12Z<p>130.15.229.186: </p>
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<div>The Tornado is the direct descendant of the [[GTM Hornet]] swarming missiles. Like that earlier design, the Tornado launcher fires 4 warheads per salvo. This newer weapon is much improved though in terms of speed and agility, and stands a good chance of intercepting any craft. Its range is also enhanced, and will now reach out to about 1.5km.<br />
<br />
Though the updated swarming missiles are a better weapon for dogfighting, this design does have two considerations to keep in mind. First, the Tornado is slightly larger than the Hornet, meaning fewer missiles can be loaded into an equivalent secondary bay. And second, due to the way the Tornado's guidance systems have been programmed, it will not arm its explosive if launched without a target; so you can't shoot 'from the hip' like you can with the Hornet.<br />
<br />
Even given these two considerations, this is an excellent choice in a fast-moving fighter melee.</div>130.15.229.186https://wiki.hard-light.net/index.php?title=SD_Ravana&diff=1247SD Ravana2005-11-16T08:57:25Z<p>130.15.229.186: </p>
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<div>{{FS12_Ships}}<br />
The SD Ravana class of Destroyers was first spotted in the [[Lupus Nebula|nebula]] beyond [[Gamma Draconis]], discovered by the GTCv Lysander and the GTCv Actium.<br />
<br />
This Class is probably the most powerful Shivan capital vessel, second only to the [[SJ Sathanas|Sathanas]] and maybe the Lucifer. In possesion of 4 forward facing beam cannons, it can rip through the hull of a [[GTD Hecate|Hecate]] or [[GTD Orion|Orion]] class destroyer in under a minute, and take out smaller vessels within seconds. It's anti-capital ship weaponry make it a threat to <i>any</i> vessel, even one the size of the Colossus.<br />
<br />
But the Anti-Capital beams come at a price. The Ravana Class is more vulnerable to fighter and bomber attacks than its brother, the [[SD Demon|Demon]] Class. Still, it would take a large number of squadrons to take out such a target.<br />
<br />
The Ravana is scary-looking, but it's not tough. Weaker in terms of hull strength, and MUCH weaker in terms of turret strength then the Demon, the Ravana pays for its attack-oriented design with weak defenses. Indeed, fighters and bombers can range over the front three-quarters of Ravana's upper surfaces with near-impunity, and the lower-spine-mounted SAAA beam is placed too far back to defend the Ravana's main guns. It has a flak turret and another SAAA for anyone who comes up behind it, however. A capital ship behind a Ravana, on the other hand, is the Shivan destroyer's death sentence, as its engine subsystems are not strong and cover nearly the whole rear surface of the the destroyer.</div>130.15.229.186https://wiki.hard-light.net/index.php?title=Animation_Code&diff=773Animation Code2005-11-13T22:34:07Z<p>130.15.229.186: /* Animation Type */</p>
<hr />
<div>Known commonly as Bob's animation code as the code was written by Bobboau. Enables submodels defined in [[ships.tbl]] or in any related modular table to be animated in game. Animation code is included to the subsystem entry in similar manner as with [[Animation_Code#Setting_Turret_Angle|multipart turrets]]<br />
<br />
==Animation Class==<br />
*Animation classes are defined in submodels description<br />
*Syntax: '''$animation=''' ''Class''<br />
*'''Triggered'''<br />
**Currently only supported animation class<br />
<br />
===Animation Type===<br />
*Animation type defines when the animation is used<br />
*Currently supported animation types:<br />
**'''"initial"'''<br />
***Animation code is started when the mission begins<br />
**'''"docking"'''<br />
***Animation code is started when ship starts docking<br />
**'''"docked"'''<br />
***Animation code is started when ship is docked<br />
**'''"primary bank"'''<br />
***Animation code is started when a primary bank is fired<br />
**'''"secondary bank"'''<br />
***Animation code is started when a secondary bank is fired<br />
**'''"door"'''<br />
***Animation code starts when ship launches or retrives others through it's fighterbay.<br />
*Syntax: '''$type=''' ''Type''<br />
<br />
===Animation Sub-Type===<br />
*Optional more accurate descriptor for the animation type<br />
*For example used when defined primary bank is fired<br />
*Syntax: '''+sub_type:''' ''Value'', (0 = 1st weapon bank, 1 = 2nd weapon bank, etc.)<br />
<br />
===Animation Code===<br />
====If Animation Type Is Initial====<br />
*'''+delay:'''<br />
**Defines how long til the trigger starts<br />
**Syntax: ''Value'', (seconds)<br />
*'''+absolute_angle:''' OR '''+relative_angle:'''<br />
**Defines the rotation degrees with three floats that give the x, y, and z. Absolute means in world terms; relative means relative to the ship. So a 90 degree angle on the ship would always be straight up in relative degrees; it would vary depending how the ship was rotated in absolute degrees. <br />
**Syntax: ''Value,Value,Value''<br />
*'''+velocity:'''<br />
**Defines subobject rotation speed, in relative terms. Defined with x, y and z floats.<br />
**Syntax: ''Value,Value,Value''<br />
*'''+acceleration:''' <br />
**Defeines acceleration speed of subobject rotation. Defined with three floats, x, y and z<br />
**Syntax: ''Value,Value,Value''<br />
*'''+time:'''<br />
**Defines time for object to rotate, move, whatever. <br />
**Syntax: ''Value'', (seconds)<br />
<br />
====If Animation Type Is Not Initial====<br />
*'''+delay:'''<br />
**Defines how long til the trigger starts<br />
**Syntax: ''Value'', (seconds)<br />
*'''+reverse delay:'''<br />
**<br />
**Syntax: ''Value'', (seconds)<br />
*'''+absolute angle:''' OR '''+relative angle:'''<br />
**Defines the rotation degrees with three floats that give the x, y, and z. Absolute means in world terms; relative means relative to the ship. So a 90 degree angle on the ship would always be straight up in relative degrees; it would vary depending how the ship was rotated in absolute degrees. <br />
**Syntax: ''Value,Value,Value'', (degrees)<br />
*'''+velocity:'''<br />
**Defines subobject rotation speed, in relative terms. Defined with x, y and z floats.<br />
**Syntax: ''Value,Value,Value'', (meters)<br />
*'''+acceleration:'''<br />
**Defeines acceleration speed of subobject rotation. Defined with three floats, x, y and z<br />
**Syntax: ''Value,Value,Value''<br />
*'''+time:'''<br />
**Defines time for object to rotate, move, whatever. <br />
**Syntax: ''Value'', (seconds)<br />
*'''$Sound:'''<br />
**Defines sounds that are played with the animation<br />
**'''+Start:'''<br />
***Defines the sound that is played when animation starts<br />
***Syntax: ????<br />
**'''+Loop:'''<br />
***Defines the sound that is played when animation is going on<br />
***Syntax: ????<br />
**'''+End:'''<br />
***Defines the sound that is played when animation stops<br />
***Syntax: ????<br />
**'''+Radius:'''<br />
***Defines the distance from the submodel where the sound is audible<br />
***Syntax: ''Value'', (meters)<br />
<br />
==Animation Examples==<br />
===Setting Turret Angle===<br />
*Animation code can be used to set multipart turrets barrel angle at the beginning of the mission<br />
*'''Animation Class''' = triggered<br />
**The only one available<br />
*'''Animation Type''' = initial<br />
**As we want the barrels to align themselves at the beginning of the mission<br />
*'''Animation Code''' <br />
**'''+relative_angle:''' is good for this purpose<br />
**Notes about angles:<br />
***First value is used to determine the turret's barrels deviation from the turrets normal. So barrel elevation in degrees is ( 90 - the first value ).<br />
***Second value is used to determine the turret facing. With ''0'' the turret facing is in the normal setting and with ''180'' turn the turret completely around. Do note that turrets on the underside of the model normally face backwards so to get these turrets pointing to forward directin the second value has to be set to 180.<br />
<br />
====Example====<br />
$Subsystem: turret02,0.833,1.0<br />
$Default PBanks: ( "Terran Turret" )<br />
$animation=triggered<br />
$type="inital"<br />
+relative_angle: 90,180,0<br />
<br />
<br />
[[Category:Tables]]</div>130.15.229.186https://wiki.hard-light.net/index.php?title=Ships.tbl&diff=709Ships.tbl2005-11-13T07:19:30Z<p>130.15.229.186: /* Turret */</p>
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<div>Ships.tbl reference has was made following the older guide (originally written by GE) by Wanderer<br />
<br />
==Table Options==<br />
*Retail options will look like this<br />
<br />
<font color=red><br />
*SCP options are marked with red color<br />
**Most of the entries in ships.tbl are optional (does anyone have the default values?)<br />
</font><br />
<br />
===$Name:===<br />
*Model name that is used also in game. It is also used as name for the whole ship entry.<br />
*Syntax: ''name'',<br />
**Example: Ulysses<br />
<br />
===$Short name:===<br />
*Shortened model name, for FRED, Usually more descriptive than the real name.<br />
*Syntax: ''name'',<br />
**Example: TFight<br />
<br />
===$Species:===<br />
*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. <font color=red>More species have been enabled, and all of these are defined in species_defs.tbl.</font><br />
*Syntax: ''Terran'', ''Shivan'' or ''Vasudan''<br />
*<font color=red>Syntax: ''Name of the species'', as defined in species_defs.tbl</font><br />
**Example: Terran<br />
<br />
===Technical description===<br />
List of discriptive terms for techroom and ship selection screens.<br />
Number after the quotes refers to ststrings.tbl (does this have any function?)<br />
<br />
+Type: XSTR("", -1)<br />
+Maneuverability: XSTR("", -1)<br />
+Armor: XSTR("", -1)<br />
+Manufacturer: XSTR("", -1)<br />
+Description: XSTR("", -1)<br />
$end_multi_text<br />
<br />
+Tech Description: XSTR("", -1)<br />
$end_multi_text<br />
<br />
+Length: 20 m<br />
+Gun Mounts: 4<br />
+Missile Banks: 1<br />
<br />
===$POF file:===<br />
*filename of the model file (.pof) at data/models folder<br />
*Syntax: ''Filename.pof''<br />
**Example: fighter01.pof<br />
<br />
===$Detail distance:===<br />
*Definies the distance where the change between different Levels-Of-Details (LODs) occurs<br />
*Syntax: ''(Value, Value, ...)'' (distances from the model in meters)<br />
**Example: (0, 80, 300, 900)<br />
<br />
===$ND:===<br />
*No Dim field field was used in FS1 for ship lights. Nowadays we use glowmaps. <br />
*Syntax: ''Value, Value, Value'' (Red, Green, Blue respectively, value from 0 to 255)<br />
**Example: 42, 42, 224<br />
<br />
===$Show damage:===<br />
*?????<br />
*Syntax: ''YES'' or ''NO''<br />
<br />
===$Density:===<br />
*?????<br />
*Syntax: ''Value'', usually 1<br />
<br />
===$Damp:===<br />
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, "this has no physics, like Wing Commander." The more damping, the harder to control, but the more smoothly it moves.<br />
*Syntax: ''Value''<br />
<br />
===$Rotdamp:===<br />
*Same thing, but for rotational movement.<br />
*Syntax: ''Value''<br />
<br />
===$Max Velocity:===<br />
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.<br />
*Syntax: ''Value, Value, Value'', (meters per second) x-axis, y-axis, z-axis<br />
**Example: 0.0, 0.0, 80.0<br />
<br />
===$Rotation time:===<br />
*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<br />
*Syntax: ''Value, Value, Value'', (seconds per 360 degree turn) x-axis, y-axis, z-axis<br />
**Example: 3.0, 2.6, 5.0<br />
<br />
===$Rear Velocity:===<br />
*Defines rear velocity<br />
*Syntax: ''Value'', (meters per second) usually zero<br />
<br />
===$Forward accel:===<br />
*Number of seconds needed from full stop to maximum velocity<br />
*Syntax: ''Value'', (seconds)<br />
<br />
===$Forward decel:===<br />
*Number of seconds needed from maxumum velocity to full stop<br />
*Syntax: ''Value'', (seconds)<br />
<br />
===$Slide accel: and $Slide decel:===<br />
*Same for sliding as the $Forward accel: and $Forward decel: for normal movement.<br />
*Syntax: ''Value'', (seconds) for both<br />
<br />
<font color=red><br />
===$Glide:===<br />
*Allows gliding in game<br />
*Syntax: ''YES'' or ''NO''<br />
<br />
===$Warpin speed:===<br />
*Sets the speed at which the ship warps in<br />
*Syntax: ''Value''<br />
<br />
===$Warpout speed:===<br />
*Sets the speed at which the ship warps out from the game<br />
*Syntax: ''Value''<br />
<br />
===$Player warpout speed:===<br />
*Sets the speed at which the player warps out from the game<br />
*Syntax: ''Value'', can not be greater than $Max Oclk Speed:<br />
</font><br />
<br />
===$Expl inner rad:===<br />
*Radius at which the full explosion damage is done<br />
*Syntax: ''Value'', (meters)<br />
<br />
===$Expl outer rad:===<br />
*Maximum radius at which any damage is done<br />
*Syntax: ''Value'', (meters)<br />
<br />
===$Expl damage:===<br />
*Amount of damage done inside the inner radius<br />
*Syntax: ''Value'', (damage value)<br />
<br />
===$Expl blast:===<br />
*The intensity of the blast effect when you're within the outer radius<br />
*Syntax: ''Value'', (blast effect)<br />
<br />
===$Expl Propagates:===<br />
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly<br />
*Syntax: ''YES'' or ''NO''<br />
<br />
===$Shockwave Speed:===<br />
*Speed shockwave expands at, 0 means no shockwave<br />
*Syntax: ''Value'', (meters per second)<br />
<br />
===Primary Weapons===<br />
<br />
====$Allowed PBanks:====<br />
*List of allowed primary weapons in brackets (weapon name marked with quotes). <font color=red>Each of the primary weapon banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry. </font><br />
*Syntax: ''( "Name" "Name" )''<br />
*<font color=red>Syntax: ''( "Name" "Name" ) ( "Name" "Name" )''</font><br />
**Example: ( "Subach HL-7" "Prometheus R")<br />
<br />
====$Allowed Dogfight PBanks:====<br />
*Primary weapons for multiplayer dogfights. <font color=red>Each of the primary weapon banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry. </font><br />
*Syntax: ''( "Name" "Name" )''<br />
*<font color=red>Syntax: ''( "Name" "Name" ) ( "Name" "Name" )''</font><br />
**Example: ( "Subach HL-D" "Prometheus D")<br />
<br />
====$Default PBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: ''( "Name" "Name" )''<br />
**Example: ( "Subach HL-7" "Prometheus R")<br />
<br />
<font color=red><br />
====$PBank Capacity:====<br />
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas. REQUIRES FLAG "ballistic primaries"<br />
*Syntax: ''( Value, Value )'', usually all primary bank capacities are 1.<br />
**Example: ( 1, 1 )<br />
</font><br />
<br />
===Secondary Weapons===<br />
<br />
====$Allowed SBanks:====<br />
====$Allowed Dogfight SBanks:====<br />
*Same for secondary weapons. <font color=red>Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry. </font><br />
*Syntax: ''( "Name" "Name" )''<br />
*<font color=red>Syntax: ''( "Name" "Name" ) ( "Name" "Name" )''</font><br />
**Example: ( "Harpoon" "Hornet")<br />
<br />
====$Default SBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: ''( "Name" "Name" )''<br />
**Example: ( "Harpoon" "Hornet")<br />
<br />
====$SBank Capacity:====<br />
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.<br />
*Syntax: ''( Value, Value )'', (ammo capacity)<br />
**Example: ( 40, 40 )<br />
<br />
===$Shields:===<br />
*Determines the shield strenght<br />
*Syntax: ''Value'', (total hitpoints in all quadrants together)<br />
<br />
===$Shield Color:===<br />
*RGB value for shield color<br />
*Syntax: "Value, Value, Value'' (Red, Green, Blue respectively, value from 0 to 255)<br />
**Example: 100, 100, 255<br />
<br />
===$Power Output:===<br />
*The amount of energy available. The higher the output, the faster your weapons recharge.<br />
*Syntax: ''Value''<br />
<br />
===$Max Oclk Speed:===<br />
*Maximum velocity with all energy diverted to engines<br />
*Syntax: ''Value'', (meters per second)<br />
<br />
===$Max Weapon Eng:===<br />
*The maximum amount of energy you can store in your primary weapons bank.<br />
*Syntax: ''Value''<br />
<br />
===$Hitpoints:===<br />
*How much damage the ship can take<br />
*Syntax: ''Value'', (hitpoints)<br />
<br />
<font color=red><br />
===$Hull Repair Rate:===<br />
*Repair rates for hull at percent per second (default 0.0)<br />
*Syntax: ''Value'', % of hitpoints repaired per second<br />
<br />
===$Subsystem Repair Rate:===<br />
*Repair rates for sybsystems percent per second (default 0.2)<br />
*Syntax: ''Value'', % of hitpoints repaired per second<br />
<br />
===$Armor Type===<br />
*Location: Right after the $Hitpoinrs:<br />
*REQUIRES ADDITIONAL TABLE. Defines armor type used for the ship<br />
*Syntax: ''Armor name'', as defined in armor.tbl<br />
</font><br />
<br />
===$Flags:===<br />
*See below<br />
*Syntax: ''( "Flag" "Flag" )''<br />
**Example: ( "fighter" "in tech database" )<br />
<br />
===$AI Class:===<br />
*Default AI class<br />
*Syntax: ''AI name'', as defined in AI.tbl<br />
<br />
===$Afterburner:===<br />
*Defines if the ships has afterburner<br />
*Syntax: ''YES'' or ''NO''<br />
*'''+Aburn Max Vel:'''<br />
**In same format as in $Max Velocity:<br />
**Syntax: ''Value'', (meters per second)<br />
*'''+Aburn For accel:'''<br />
**Defined only as the forward acceleration. In same format as $Forward accel:<br />
**Syntax: ''Value'', (seconds)<br />
*'''+Aburn Fuel:'''<br />
**Amount of afterburner fuel the ship has<br />
**Syntax: ''Value'' (fuel units)<br />
*'''+Aburn Burn Rate:'''<br />
**Rate the fuel is consumed when afterburner is engaged (in units per seconds)<br />
**Syntax: ''Value'' (fuel units per second)<br />
*'''+Aburn Rec Rate:'''<br />
**Rate the fuel is restored.<br />
**Syntax: ''Value'' (fuel units per second)<br />
*<font color=red>'''$Trails:'''<br />
**Allows afterburner trails to be used<br />
**'''+Bitmap:'''<br />
***Texture used to draw the afterburner trail<br />
***Syntax: ''Filename''<br />
**'''+Width:'''<br />
***Width of afterburner trail at the beginning of it (ie. the thruster end)<br />
***Syntax: ''Value'', (in meters)<br />
**'''+Alpha:'''<br />
***Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)<br />
***Syntax: ''Value''<br />
**'''+Life:'''<br />
***How long the trail will last<br />
***Syntax: ''Value'', (in seconds)<br />
</font><br />
<br />
===$Countermeasures:===<br />
*Number of countermeasures that can be loaded to the ship<br />
*Syntax: ''Value''<br />
<br />
===$Scan time:===<br />
*Time it takes to scan the ship<br />
*Syntax: ''Value'', (milliseconds)<br />
<br />
===$EngineSnd:===<br />
*Engine sound used for the ship with number referring to sounds.tbl<br />
*Syntax: ''Value'', identification number of the sound as defined in sounds.tbl<br />
<br />
===$Closeup_pos:===<br />
*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<br />
*Syntax: ''Value'', ''Value'', ''Value'', (X, Y and Z values)<br />
<br />
===$Closeup_zoom:===<br />
*How the model will show at techroom. How far the camera's zoomed in.<br />
*Syntax: ''Value''<br />
<br />
===$Shield_icon:===<br />
*This .ani file must be at data/hud and included to the hud.tbl. <font color=red> Reference to the hud.tbl is no longer needed.</font><br />
*Syntax: ''Filename''<br />
**Example: shield-f01<br />
<br />
===$Ship_icon:===<br />
*The icon used in ship selection<br />
*Syntax: ''Filename''<br />
**Example: iconfighter01<br />
<br />
===$Ship_anim:===<br />
*The glowing green grid animation used in ship selection<br />
*Syntax: ''Filename''<br />
**Example: ssfighter01<br />
<br />
===$Ship_overhead:===<br />
*The overhead view used in the weapons loadout<br />
*Syntax: ''Filename''<br />
**Example: loadfighter01<br />
<br />
===$Score:===<br />
*Points awarded for destroying the ship<br />
*Syntax: ''Value'', (points)<br />
<br />
===$Trail:===<br />
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.<br />
*'''+Offset:'''<br />
**The position of the contrail's head<br />
**Syntax: ''Value'', ''Value'', ''Value'', (X, Y, Z values) relative to the centerpoint of the model<br />
*'''+Start Width:'''<br />
**The width of the contrail's head<br />
**Syntax: ''Value'', (meters)<br />
*'''+End Width:'''<br />
**The width of the contrail's tail<br />
**Syntax: ''Value'', (meters)<br />
*'''+Start Alpha:'''<br />
**The opacity of the contrail's head<br />
**Syntax: ''Value'', value between 0 and 1<br />
*'''+End Alpha:'''<br />
**The opacity of the contrail's tail<br />
**Syntax: ''Value'', value between 0 and 1<br />
*'''+Max Life:'''<br />
**How long the contrail remains<br />
**Syntax: ''Value'', (seconds)<br />
*'''+Spew Time:'''<br />
**????<br />
**Syntax: ''Value'', (seconds)<br />
*'''+Bitmap:'''<br />
**The image to use for the contrail.<br />
**Syntax: ''Filename''<br />
***Example: Contrail01<br />
<br />
<font color=red><br />
===$Thruster Particles:===<br />
*Defines the alternative particle thruster<br />
*'''$Thruster Particle Bitmap:'''<br />
**Name of the animation used for particle thrusters, up to three can be defined<br />
**Syntax: ''Filename'', of ani file used<br />
***Example: Exp04<br />
*'''$Min Radius:'''<br />
**Defines the minimum radius of new particles<br />
**Syntax: ''Value'', (in meters)<br />
*'''$Max Radius:'''<br />
**Defines the maximum radius of new particles<br />
**Syntax: ''Value'', (in meters)<br />
*'''$Min created:'''<br />
**Defines the minimum amount of particles created per second<br />
**Syntax: ''Value'', (per second)<br />
*'''$Max created:'''<br />
**Defines the maximum amount of particles created per second<br />
**Syntax: ''Value'', (per second)<br />
*'''$Variance:'''<br />
**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<br />
**Syntax: ''Value'', (per second)<br />
<br />
===$Thruster Particles:===<br />
*Defines the alternative particle afterburners (requires at least 1 particle thruster)<br />
*'''$Afterburner Particle Bitmap:'''<br />
**Name of the animation used for particle thruster afterburners, up to three can be defined<br />
**Syntax: ''Filename'', of ani file used<br />
***Example: Exp04<br />
*'''$Min Radius:'''<br />
**Defines the minimum radius of new particles<br />
**Syntax: ''Value'', (in meters)<br />
*'''$Max Radius:'''<br />
**Defines the maximum radius of new particles<br />
**Syntax: ''Value'', (in meters)<br />
*'''$Min created:'''<br />
**Defines the minimum amount of particles created per second<br />
**Syntax: ''Value'', (per second)<br />
*'''$Max created:'''<br />
**Defines the maximum amount of particles created per second<br />
**Syntax: ''Value'', (per second)<br />
*'''$Variance:'''<br />
**Value that describes the randomnes or particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction<br />
**Syntax: ''Value'', (per second)<br />
</font><br />
<br />
===$Subsystem:===<br />
*The name of the subsystem as defined in .pof file, % of ship's total hitpoints the subsystem has and rotation time (360 degrees) for multipart turrets. Note: Assinging zero to the %-hitpoint entry causes the subsystem to be without hitpoints, like fighterbays on some capital ships.<br />
*<font color=red>Animation code can be applied to the subsystems that consist of submodels, like multipart turrets.</font> (Link to proper refences of the animation code??)<br />
*Syntax: ''Subsystem name'' , ''Value'', (% of ships hitpoints) ''Value'', (seconds per 360 degree turn) subsystem name must be the same as described in model file (.pof).<br />
**Example: communications, 5, 0.0<br />
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====Turret====<br />
*'''In addition''' to the previous entry all turrets require informtion concerning the weapon mounted to the turret. The entry can be either '''$Default PBanks''' for turret primaries (including beams) or '''$Default SBanks''' for turret secondaries<br />
*Syntax: ( "Name" )<br />
**Example: ( "Subach HL-7" )<br />
**Combined example for turret entry:<br />
***$Subsystem: turret01, 1.0, 1.0<br>$Default PBanks: ( "Terran Turret" )<br />
<br />
===Ships.tbl flags===<br />
<br />
'''"player_ship"'''<br />
*Makes it possible to player to fly the ship<br />
'''"default_player_ship"'''<br />
*Makes this ship as a default part of the loadout options in FRED<br />
'''"in tech database"'''<br />
*Includes ships description to the tech database from the beginning of tha campaing<br />
'''"repair_rearm"'''<br />
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly. <br />
*Only one such vessel can be defined per species.<br />
'''"fighter"'''<br />
*Defines ship as a fighter and also sets the AI behaviour<br />
'''"bomber"'''<br />
*Defines ship as a bomber and also sets the AI behaviour<br />
'''"transport"'''<br />
*Defines ship as a transport and also sets the AI behaviour<br />
'''"freighter"'''<br />
*Defines ship as a freighter and also sets the AI behaviour<br />
'''"cruiser"'''<br />
*Defines ship as a cruiser and also sets the AI behaviour<br />
'''"corvette"'''<br />
*Defines ship as a corvette and also sets the AI behaviour<br />
'''"capital"'''<br />
*Defines ship as a capitalship and also sets the AI behaviour<br />
'''"supercap"'''<br />
*Defines ship as a super capitalship and also sets the AI behaviour<br />
'''"cargo"'''<br />
*Defines ship as a cargo crate and also sets the AI behaviour<br />
'''"gas miner"'''<br />
*Defines ship as a gas miner and also sets the AI behaviour<br />
'''"awacs"'''<br />
*Defines ship as a AWACS and also sets the AI behaviour<br />
'''"navbuoy"'''<br />
*Defines ship as a navbuoy and also sets the AI behaviour<br />
'''"sentrygun"'''<br />
*Defines ship as a sentrygun and also sets the AI behaviour<br />
'''"drydock"'''<br />
*Defines ship as a drydock and also sets the AI behaviour<br />
'''"escapepod"'''<br />
*Defines ship as a escapepod and also sets the AI behaviour<br />
'''"knossos"'''<br />
*Defines ship as a Knossos and also sets the AI behaviour<br />
'''"dont collide invisible"'''<br />
'''"no_collide"'''<br />
'''"big damage"'''<br />
*Limits the damage mage to the ship by non-huge weapons.<br />
'''"no_fred"'''<br />
*Ship will not appear in FRED.<br />
<font color=red><br />
'''"Ballistic primaries"'''<br />
*Enables the ship to use ballistic primaries<br />
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</font><br />
==Example==<br />
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