https://wiki.hard-light.net/api.php?action=feedcontributions&user=Aardwolf&feedformat=atomFreeSpace Wiki - User contributions [en]2024-03-29T06:59:14ZUser contributionsMediaWiki 1.31.7https://wiki.hard-light.net/index.php?title=VECv_Geb&diff=34230VECv Geb2011-04-11T02:43:14Z<p>Aardwolf: /* Veteran Comments */ shouldn't say "stats below" when the stats are actually above :P</p>
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<div>{{User-made Ships|''VECv '''Geb'''''}}<br />
<br />
<br />
{{shipimage|image=[[Image:geb.jpg]]|caption=VECv Geb (HLCa Geb)}}<br />
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==Description:==<br />
<br />
===Tech Room Description===<br />
This Hammer of Light warship seems to be a attack/assault carrier, similar to our Fury class. Of similar size, but has only one fighterbay. It appears to be more heavily armored than the Fury. Strength of it's armaments is as of yet unknown.<br />
<br />
===Credits===<br />
*Model by '''Venom''' with conversion help from '''Woomeister'''<br />
*HoL Reskin by '''Trashman'''<br />
<br />
==Performance:==<br />
===Statistics===<br />
{|<br />
|-<br />
| style="width:200px" | '''[[Technical_Terms_and_Definitions#Type|Type]]'''<br />
| style="width:200px" | Corvette <br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''<br />
| Unknown<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Maneuverability|Maneuverability]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''<br />
| 28<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''<br />
| N/A<br />
|-<br />
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]<br />
| 120 000<br />
|-<br />
| [[Technical_Terms_and_Definitions#Shields|Shields]]<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Width|Width]]'''<br />
| 370 m<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Height|Height]]'''<br />
| 348 m<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''<br />
| 1201 m<br />
|}<br />
<br />
===Armaments===<br />
<br />
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#351515;"| '''COTS Shippack Statistics'''<br />
|- align="center"<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
|- align="center"<br />
| SOrange<br />
| 4<br />
|- align="center"<br />
| H-AAAf<br />
| 4<br />
|- align="center"<br />
| Vasudan Medium Turret<br />
| 4<br />
|- align="center"<br />
| Vasudan Turret<br />
| 8<br />
|- align="center"<br />
| HOL Defense Turret<br />
| 8<br />
|- align="center"<br />
| Vasudan Anti-Bomber Turret<br />
| 4<br />
|}<br />
<br />
===Veteran Comments===<br />
{{comment|This model was originally seen in the '''Over the Top model''' dump and came with no data. Trashman has added table data for his own mod as well as having created two new texture jobs. The ship pictured is the original OTT texture job. The stats above belong to Trashman's Hammer of Light version.<br />
<br />
<br />
Not really a corvette or destroyer at 1km in length, but it's closer to a corvette.}}<br />
<br />
==Download link:==<br />
*OTT Model Dump: http://www.freespacemods.net/download.php?view.165<br />
*HOL Reskin, GVas Reskin, CotS Shippack (Trashman): http://rapidshare.com/files/80182912/FOW_COTS_SHIPS.rar.html</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=FREDder&diff=30537FREDder2010-08-03T04:02:30Z<p>Aardwolf: put a space between 'version' and '(FRED2'</p>
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<div>'''FREDder''' (or sometimes '''FREDer''') is a term in the jargon of the FreeSpace community. A FREDder is any fan who uses [[FRED]], FRED2 or the advanced FSO version (FRED2 Open) to make home-made missions for the FreeSpace Universe.<br />
<br />
The act of using the mission editor is called ''FREDding''. A verb ''to FRED'' is also used by the FreeSpace community. ''To FRED'' means "to make a mission using FRED."<br />
<br />
An alternate spelling of ''FREDding'' is ''FREDing''. Both versions are widely used by the community.<br />
<br />
[[Category:FRED]]</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=Talk:FS2_Status_Page&diff=30536Talk:FS2 Status Page2010-08-03T04:01:38Z<p>Aardwolf: Created page with 'Should this maybe have a last-updated entry (possibly for each item?) ~~~~'</p>
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<div>Should this maybe have a last-updated entry (possibly for each item?) [[User:Aardwolf|Aardwolf]] 04:01, 3 August 2010 (UTC)</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=File_talk:RScreen0040.png&diff=27969File talk:RScreen0040.png2010-02-05T19:24:01Z<p>Aardwolf: Created page with 'It's hideous!!! ~~~~'</p>
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<div>It's hideous!!! [[User:Aardwolf|Aardwolf]] 19:24, 5 February 2010 (UTC)</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=Campaign_List&diff=27729Campaign List2010-01-19T23:32:28Z<p>Aardwolf: /* Other universes */ added diaspora site link</p>
<hr />
<div>User-made campaigns are continuations of the FreeSpace saga, whether as sequels, prequels, or occurring simultaneously with one of the games. The following is an (''incomplete'') list of user-made campaigns, both completed and in-progress.<br />
<br />
'' '''Note to Wiki contributors: After adding your campaign to this page, make sure that it's included in the [[Campaign List]] page as well.''' ''<br />
<br />
== FreeSpace Universe ==<br />
<br />
=== Pre-Capella ===<br />
<br />
{| cellpadding = 5 style="margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;" class=sortable<br />
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link<br />
|-<br />
|- style= "border: 1px #22D solid;"<br />
| colspan=9 style="text-align: center; background: #108;"| <font size=4>'''Pre-Great War Era'''</font><br><font size=1>''Campaigns set before the events of [[FreeSpace 1]]''</font><br />
|-<br />
|''[[Ancient-Shivan War]]|| Work-in-Progress || No || FSO || ShadowGorrath, ASW team || Complete mod || 7 for first release|| The demise of the Ancients, but not without a fight || [http://www.sectorgame.com/ASW/ Website]<br />
|-<br />
|''[[Akhom's Raiders]]|| Work-in-Progress || No || FSO || Solatar|| Unknown || Unknown|| During the last monthes of the T-V Wars, the 191st Elite Vasudan Squadron is tasked with hitting Terrans communication deep in their lines|| [http://www.hard-light.net/forums/index.php?topic=66873.0 Thread]<br />
|-<br />
|''[[Cardinal Spear]]|| Released || Yes || FSP or FS1 || Adam "Ace" Rorabaugh || New weapons, new installations, new planet/sun textures || 2x4 || In 2331, a Vasudan fleet jump in Sol. This campaign cover the defense of Sol and the GTA counter-attack || [http://www.hard-light.net/forums/index.php/topic,47337.0.html Thread]<br />
|-<br />
|''[[Into The Night]]|| Partial || No || FSO || 158th Banshee Squadron Team|| Complete mod || Unknown|| Before the Human Race united, the Earth Alliance and the Colonial Federation are at war || [http://www.hard-light.net/forums/index.php?topic=65671.0 Thread]<br />
|-<br />
|''[[Points of View]]|| Released || No || FSO & FSP || Three Niner || Vasudan side || 3||Unknown || [http://www.hard-light.net/forums/index.php/topic,62699.0.html Thread]<br />
|-<br />
|''[[Syrk: The Unification Wars]]|| Work-in-progress || Unknown || FSO || Various || Complete mod || Unknown|| Humanity has risen. Originated on the third planet of the Sol system and having greater dreams about their future, they’ve colonized Sol. But their fragile peace had shattered in no time and a civil war started|| [http://www.game-warden.com/forum/forumdisplay.php?f=89 Thread]<br />
|-<br />
|''[[Terran-Vasudan War Project]]|| Partial || No || FSO || Various || Complete mod || 9 released|| The TVWP covers the history of the Sol and the GTA from 2313 to the arrival of the Shivans || [http://tvwp.hard-light.net/website/ Website]<br />
|-<br />
|''[[Vasudan Academy]]||Released||No||FS1||Laser Ray-IDS Productions|| None|| 3|| The Vasudan training missions || None<br />
|-<br />
|- style= "border: 1px #22D solid;"<br />
| colspan="9" style="text-align: center; background: #108;"| <font size=4>'''Great War Era'''</font><br><font size=1>''Campaigns set around the events of [[FreeSpace 1]]''</font><br />
|-<br />
|''[[Portal:FreeSpace 1|The Main FreeSpace Campaign]]|| Released|| Yes || FSP or FS1 || [[Volition]] || Official campaign || 29 || While Terrans and Vasudans has been fighting for 14 years, a new alien race confronts them ||[http://fsport.hard-light.net/website/ Website]<br />
|-<br />
|''[[Operation Templar]]|| Released|| Yes || FSP or FS1 || [[Volition]] || Official campaign || 4 || Operation Templar, a joint GTA-Vasudan endeavor, hunts down the last remnants of Hammer of Light. The rebels stage a desperate last stand, hijacking a Vasudan destroyer and taking hostages. ||[http://www.freespacemods.net/download.php?view.202 FreeSpaceMods]<br />
|-<br />
|''[[Silent Threat]]|| Released|| Yes || FSP or FS1 || [[Volition]] || Offical Campaign|| 12|| As the Great War goes on, the GTI tries to preserve the fragile alliance. || [http://fsport.hard-light.net/website/ Website]<br />
|-<br />
|''[[Silent Threat: Reborn]]|| Released|| Yes || FSP || Various || Several things which are included as part of the Port v3.1 || 18 || ''New version of Silent Threat official campaign || [http://fsport.hard-light.net/website/str/ Website]<br />
|-<br />
|''[[All Hands to War]]||Work-in-progress||No||FS1||Hippo||None||5 released|| 3 months after the destruction of the Lucifer, the Hammer of Light attemps to drive a wedge between the GTA and the PVE, while the Shivans are still relentless || [http://www.sectorgame.com/ahtw/index.htm Website]<br />
|-<br />
|''[[Alliance Fights Back]]||Released||No||FSO & FSP||[mailto:Mage14@hotmail.com Travis Brainard], macfie||None||8|| To break Shivan resistance after the Lucifer destruction, General Albert Ulysses comes up with a daring - and risky - plan. || [http://www.freespacemods.net/download.php?view.377 FreeSpaceMods]<br />
|-<br />
|''[[Awakenings]]|| Released|| Yes || FSP or FS1 || [[FreeSpace Campaign Restoration Project|FSCRP]]||None || Unknown|| Three years after the collapse of the Sol node, the Shivans are pushing back into reclaimed systems || [http://www.hard-light.net/forums/index.php/topic,42579.0.html Thread]<br />
|-<br />
|'' [[Battle for Altair]]||Released||No||FSP||[mailto:adamant@pacifier.com Adam N. Rorabaugh]||None||9||After the narrow destruction of the dreaded Lucifer, the alliance dwindles as the Hammer of light and rebel factions arise and fight amongst themselves. || [http://www.freespacemods.net/download.php?view.51 FreeSpaceMods]<br />
|-<br />
|''[[Crucible]]|| Released|| No || FSP or FS1 || [mailto:mguenthe@netcom.ca Matthew Guenther]|| Fully-branching || 7|| On the 29th of May 2335, the GTD Intrepid is ordered to penetrate enemy lines to buy time for the Alliance to regroup || [http://www.freespacemods.net/download.php?view.14 FreeSpaceMods]<br />
|-<br />
|''[[The Destiny of Peace|Destiny of Peace]]|| Released|| Yes || FSP or FS1 || [mailto:justinm@thegrid.net Justin Mills]|| None || 7|| By October 2335, a rebel GTA faction of mercenaries emerges, and its aims are a mystery. ||[http://www.hard-light.net/forums/index.php/topic,37935.msg766982.html#msg766982 Thread]<br />
|-<br />
|''[[Fortunes of War]]||Postponed||No||FS1||Goober5000||New ships, maybe other||25|| While part of the GTA are chasing the Ancient records, the front line is facing a second Lucifer || [http://www.sectorgame.com/goober/fow.html Website]<br />
|-<br />
|''[[New Beginnings]]|| Released|| No || FSO & FSP || [mailto:Bussaca1@aol.com Bussaca1]|| None || Unknown|| After the destruction of the Lucifer, only a handful of jump nodes were left active. They are guarded fiercely by GTI and PVC forces - for instance the outpost Atlas. ||[http://www.freespacemods.net/download.php?view.23 FreeSpaceMods]<br />
|-<br />
|''[[Tango]]||Released||Yes||FSO||Julian Egelstaff, [[FreeSpace Campaign Restoration Project|FSCRP]] || Minor mods||3||As Terran forces continue to fall back in the face of Shivan might, Lieutenant Rhygar, on a front line patrol discovers something there could turn the tide of the war, or seal his doom. ||[http://www.hard-light.net/forums/index.php/topic,49267.0.html Thread]<br />
|-<br />
|''[[The Road to Victory]]||Released||No||FS1||[mailto:borg4@hotmail.com Michael Cook]|| None|| 19|| The GTD Saratoga is trying to destroy once and for all the Hammer of Light ||[http://www.freespacemods.net/download.php?view.48 FreeSpaceMods]<br />
|-<br />
|- style= "border: 1px #22D solid;"<br />
| colspan="9" style="text-align: center; background: #114;"| <font size=4>'''Shivans'''</font><br><font size=1>''Campaigns set in the user-made Shivans continuity''</font><br />
|-<br />
|''[[Phantoms]]|| Released|| Yes || FSO & FSP || [[User:Blaise Russel|Blaise Russel]] ||None || 3|| In early 2335, the GTD Amadeus moves to block the PVD Temperance from entering Antares, unaware of the imminent arrival of 'Phantom ships' ||[http://www.freespacemods.net/download.php?view.18 FreeSpaceMods]<br />
|-<br />
|''[[Echo Gate]]|| Released|| Yes || FSO & FSP || [[User:Blaise Russel|Blaise Russel]] || Music files || 3|| Shortly after the destruction of the Lucifer, the GTD Minnow is dispatched to Beta Cygni to clear up a lingering Shivan presence || [http://www.freespacemods.net/download.php?view.18 FreeSpaceMods]<br />
|-<br />
|- style= "border: 1px #22D solid;"<br />
| colspan="9" style="text-align: center; background: #114;"| <font size=4>'''Memories of the Great War'''</font><br><font size=1>''Campaigns set in the user-made [[Memories of the Great War]] continuity''</font><br />
|-<br />
|''[[Hellgate Ikeya]]|| Released|| No|| FSO & FSP|| [http://wo.proxima-fleet.com/ Orph3u5] ||None|| Unknown|| On the 2nd of February 2335, the GTD Galatea is ordered to locate the Shivan entry node in Ikeya.|| [http://www.freespacemods.net/download.php?view.21 FreeSpaceMods]<br />
|-<br />
|''[[Light of Antares]]|| Released|| No || FSO & FSP || [http://wo.proxima-fleet.com/ Orph3u5] || None || 5|| On the 3rd of February 2335, the GTA Myrmidon is ordered to reinforce Ribos system, but the Hammer of Light tries to hamper it ||[http://www.freespacemods.net/download.php?view.8 FreeSpaceMods]<br />
|-<br />
|''[[Rain on Ribos 4]]|| Released|| No || FSO & FSP || [http://wo.proxima-fleet.com/ Orph3u5] || None|| Unknown (<16)|| The Tombaugh station is overseeing the capturing of the SC Taranis || [http://www.freespacemods.net/download.php?view.22 FreeSpaceMods]<br />
|-<br />
|- style= "border: 1px #22D solid;"<br />
| colspan="9" style="text-align: center; background: #108;"| <font size=4>'''Reconstruction Era'''</font><br><font size=1>''Campaigns set between the events of [[FreeSpace 1]] and [[FreeSpace 2]]''</font><br />
|-<br />
|''[[25th Year]]||Released||No||FS1||KolChak||None||3|| 25 years after the Great War, the Hammer of Light is a major power, at war with the Terran Vasudan Alliance. Now, it seeks to acquire a new Shivan weapon<br />
|-<br />
|''[[Black Horizon]]||Released||No||FS1||Jason 'Rizbre' Wollenberg||New ships||2x10||100 years after the Great War, the Sol node is reopened (campaign was made before FS2 was published)<br />
|-<br />
|''[[Eagle Takes Flight]]||Released||No||FSO & FSP||Robert Carol, macfie|| ||Unknown||Alpha 1 and his best buddy start their own security company|| [http://www.freespacemods.net/download.php?view.201 FreeSpaceMods]<br />
|-<br />
|''[[Earth Defense]]||Cancelled||No||FSO||Various||Complete mod||10 released|| First version of Earth Defense, released as a demo. The story and the FREDing has been changed, so this version is obsolete|| [http://www.game-warden.com/earthdefence/ Website]<br />
|-<br />
|''[[GTI Rebellion (campaign)|GTI Rebellion]]|| Work-in-progress|| Unknown|| FSO || Various ||Music, maybe other || Unknown || Unknown<br />
|-<br />
|''[[Homesick]] || Released || No|| FSO || [[User:Blaise Russel|Blaise Russel]] ||None||37||In 2355, during the Reconstruction era, a mercenary must protect trader from the ever-growing threat of piracy <br />
|-<br />
|''[[Marduk's Shroud]]||Released||No||FS1||Unknown||None||4||A new Shivan technology must be destroyed by the GTVA<br />
|-<br />
|''[[MindGames]]||Work-in-progress||Unknown||FSO || Various||Complete mod||20+ || Thirty years ago Sol's only jump node collapsed and mankind turned frightened eyes to the unknown skies. As time passed with no new Shivan assault, the fear turned inward. The face of the Alien Enemy slowly changed from Shivan to Vasudan.<br />
|-<br />
|''[[Shrouding The Light]]||Released||Yes||FSO & FSP||[[User:Blaise Russel|Blaise Russel]]||None||32||In the year 2336, as dissidents and splinter groups jeopardise the hopes of peace, you are transferred, from the safety of the 1st Battlegroup of Vasuda to the the troubled hotspot of Deneb... || [http://www.hard-light.net/forums/index.php/topic,26961.0.html Thread]<br />
|-<br />
|''[[Sol: A History]] || Being reworked || No || FSO, Inferno Release 1 || Blaise Russel, [[FreeSpace Campaign Restoration Project|FSCRP]] || Campaign using the Inferno mod|| 40+|| After the Sol node collapses, conflicts span from 2355 to 2372 in the Sol system<br />
|-<br />
|''[[Sync]] ||Released || No || FSO || Ransom Arceihn ||None|| Unknown || Two years after escaping death in an uncharted nebula, three mercenaries are hired to escort freighters to the Betelgeuse system. It quickly becomes clear that this is no ordinary mission<br />
|-<br />
|}<br />
<br />
=== Capella ===<br />
<br />
{| cellpadding = 5 style="margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;" class=sortable<br />
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link<br />
|- style= "border: 1px #22D solid;"<br />
| colspan="9" style="text-align: center; background: #108;"| <font size=4>'''Capella Era'''</font><br><font size=1>''Campaigns set around the events of [[FreeSpace 2]]''</font><br />
<br />
|-<br />
|''[[Portal:Freespace 2|FreeSpace 2 campaign]] || Released || Yes ||FSO or FS2|| [[Volition]] || Official Campaign|| 35|| In 2367, the GTVA is facing the NTF rebellion, but an older enemy is lurking<br />
|-<br />
|''[[Alcibiades' Gamble]]|| Demo released || Unknown ||FSO || Various || None|| Unknown|| The combats of a GTVA pilot against the growing NTF rebellion||[http://ag.hard-light.net/FAQ.html Website]<br />
|-<br />
|''[[Crossing the Styx]] || Released || No || FSO ||[[User:SpaceFreak|FSF]]||New interface||11||Take part in an operation that will change the future of mankind.|| [http://freespacemods.net/download.php?view.564 FreeSpaceMods]<br />
|-<br />
|''[[Darkness Rising]] || Work-in-progress||No||FSO|| Gai Daigoji|| Unknown || Unknown|| The Second Great War as seen by the Shivans ||[http://www.freewebs.com/darkness_rising_camp/index.htm Website]<br />
|- <br />
|''[[Desperation|Desperation - Lost in the Fog ]]|| Released|| No|| FSO|| Singh|| None|| 7|| While the alliance is pulling out of Capella, a small GTVA Battle Group is stranded behind enemy lines || [http://www.freespacemods.net/download.php?view.61 FreeSpaceMods]<br />
|- <br />
|''[[Desperation|Desperation - Chapter 2]]|| Released|| No|| FSO|| Singh|| None|| 7|| While the alliance is pulling out of Capella, a distress call is send from the Nebula by isolated GTVA forces || [http://www.freespacemods.net/download.php?view.62 FreeSpaceMods]<br />
|-<br />
|''[[Fall of Epsilon Pegasi]]|| Released ||No || FSO || [[User:Blaise Russel|Blaise Russel]]|| None|| 10||While the Aquitane battles Shivans in the nebula beyond Gamma Draconis, the Epsilon Pegasi 6th Fleet must defend against the attacks of the Neo-Terran Front<br />
|- <br />
|''[[Flames of War - Chapter 1]] || Released || No || FSO || TrashMan, ET-1087, kv1at3485 ||New ships, new music|| 24|| In 2367, the GTD Delacroix is participating in the war effort against the NTF. After its destruction,a Fast Response Task Force is created and include its former pilots.||<br />
|- <br />
|''[[Flames of War - Coming of the Storm]]||Released||NO||FSO||TrashMan||Various||26||Unknown|| [http://www.hard-light.net/forums/index.php/topic,58162.0.html Thread]<br />
|-<br />
|''[[The Journey to Epsilon Pegasi|Journey to Epsilon Pegasi]]|| Released|| No ||FSO || [[User:TopAce|TopAce]]||None||10|| There are some rumors that some Shivan forces have entered Epsilon Pegasi. You're part of the task force that is about to find it out.<br />
|- style= "border: 1px #22D solid;"<br />
|-<br />
|''[[The Knights of Alrukabi]] || Work-in-progress||Unknown ||FSO ||eliex, Commander Zane, Dilmah G|| None|| Unknown|| The Special Operations Command devise a daring operation against NTF : Strike Alrukabi to shatter their command structure|| [http://www.hard-light.net/forums/index.php/topic,62753.0.html Thread]<br />
|-<br />
|''[[The Lightning Marshal|Lightning Marshal]] || Released ||Yes ||FS2 - FSO not wholly tested ||Various, updated by [[FreeSpace Campaign Restoration Project|FSCRP]]|| Music, maybe other || Unknown|| In 2366, the GTCv Actium is fighting the NTF<br />
|-<br />
|''[[Their Finest Hour]]||Released||No||FSO||Thadeus||None||Unknown|| A diversionary force is sent to buy time for the Bastion to close the Epsilon Pegasi ||[http://www.hard-light.net/forums/index.php/topic,61153.0.html Thread]<br />
|-<br />
|''[[Neo Terra]]||Partial, postponed||No||FSO||Gai Daigoji||None||19 released|| A new Terran pilot who defected to the NTF must ensure the rebellion succeeds - Alternative plotline||[http://www.freewebs.com/neo-terra/downloads.htm Website]<br />
|-<br />
|''[[Neo-Terra Victorious]] || Cancelled|| No||FSO|| Alikchi, Blackwolf, maybe other || New ships, new weapons || 5 released<br />
|| As a pilot of the NTF, the player must fight against the GTVA traitors.<br />
|-<br />
|''[[Operation Savior]]|| Released || No||FSO || [[User:Ngtm1r|Ngtm1r]] ||None|| 5|| At the beginning of the NTF rebellion, the GTVA attemps a rescue mission deep into the NTF-controlled Polaris system || [http://www.hard-light.net/forums/index.php/topic,42023.0.html Thread]<br />
|-<br />
|''[[Pandora's Box (campaign)|Pandora's Box]]|| Released || No||FSO ||Unknown, [[FreeSpace Campaign Restoration Project|FSCRP]] ||Branching||25||One year prior to the return of the Shivans, the NTF Civil War is at its peak. But the Vasuda system is secure... until the NTF makes a bold raid|| [http://www.hard-light.net/forums/index.php/topic,58352.0.html Thread]<br />
|-<br />
|''[[Rogue Intentions]]|| Partial - no information on future releases || No ||FS2 || Nuclear1 || None||11 released|| In order to prevent the NTF from acquiring control of the Knossos portal and the nebula beyond,the GTCv Spinnaker, and her sister ship, the GTCv Methodus are called up to reinforce the jump node defenses<br />
|-<br />
|''[[Second Front]]|| Released || No ||FS2|| [[User:BlueFlames|BlueFlames]] ||New ships||7|| During the Second Great War, in Altair, an exploration convoy has returned after decades away. Oblivious to events elsewhere in the GTVA, the explorers do not understand why they must face continuous delays to be readmitted to alliance space and become evermore beligerant.<br />
|-<br />
|''[[The Aeos Affair]] || Released || No || FS2 || Derek "PickelHead" Pickering , [[FreeSpace Campaign Restoration Project|FSCRP]] ||Mines, new jump gates, reworked IA|| 10|| The isolated Aeos base has been set up to study an ancient outpost. But the Shivans are ready to throw everything they have to destroy it|| [http://www.hard-light.net/forums/index.php/topic,58354.0.html Thread]<br />
|-<br />
|''[[The Sagitta Project]] || Work-in-progress || Yes ||FSO|| Bob-san, Moebius ||Fully branching, maybe other || Unknown|| Admiral Bosch prepared to counter every GTVA measure and make contact with potentially-hostile Shivans. However, unbeknown to the GTVA, Admiral Bosch's rebellion stemmed much deeper then suspected<br />
|-<br />
|''[[Troubles at Home]]||Released||No||FSO||Petrarch of the VBB||Unknown||Unknown|| In Beta Aquilae, the GTVA is trying to weakenth support for the NTF|| [http://www.hard-light.net/forums/index.php/topic,39019.0.html Thread]<br />
|}<br />
<br />
=== Post-Capella ===<br />
<br />
{| cellpadding = 5 style="margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;" class=sortable<br />
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link<br />
|-<br />
| colspan="9" style="text-align: center; background: #108;"| <font size=4>'''Post-Capella Era'''</font><br><font size=1>''Campaigns set after the Capella supernova''</font><br />
|-<br />
|''[[9th Fleet]]||Unknown||No||FSO||[[User:Eolis|Eolis]]||New weapons, new ships, new textures||Unknown|| The GTVA discovers a new Knossos<br />
|-<br />
||''[[Apocalypse : Vega]]'' ||Released || No ||FSO (3.6.11 build)|| Shiv ||Polish version available|| Unknown||After Capella has been cut from GTVA, a new front open on Vega || [http://www.hard-light.net/forums/index.php/topic,64384.0.html Thread] ''<br />
|-<br />
||''[[Artifice]]'' ||Released || No ||FS2|| [[User:BlueFlames|BlueFlames]] ||New ships || 11|| Sequel to ''Second Front''<br />
|-<br />
||''[[A New Era]]'' ||Work-in-progress || No ||FSO|| Hiigara ||None || Unknown|| By 2370, the Vasudan race has disappeared and mankind is limited to an handful of ships|| None yet<br />
|-<br />
<br />
|''[[Back From the Grave]] ||Work-in-progress||No||FSO||[[User:Ngtm1r|Ngtm1r]] ||New ships, new weapons, new race||Unknown|| By 2372, through a node in Vega thought collapsed, new ships emerge...<br />
|-<br />
|''[[Boomerang]] || Released||Yes||FSO ||Peter Drake, [[FreeSpace Campaign Restoration Project|FSCRP]] || None || 3|| Unknown|| [http://www.hard-light.net/forums/index.php/topic,58351.0.html Thread] <br />
|-<br />
|''[[Casualties of War]]||Released||Partial||FSO||Various||New ships, new weapons||9+10||The SOC is sent to thwart a planetory coup d'Etat || [http://www.freespacemods.net/download.php?view.93 FreeSpaceMods]<br />
|-<br />
|''[[Children of Shiva]]||Work-in-progress||No||FSO||[[User:Axem|Axem]]||New ships, new textures||20|| In the year 2372, Rane Gribek, a self proclaimed prophet of the Shivans embarks on a quest to spread the philosophy of death<br />
|-<br />
|''[[Cleaning Crew]] || Released || No || FSO || [[User:Ngtm1r|Ngtm1r]]||New ship, new weapons, new race||10|| Post-Capella mop-up with the 33rd Heavy Fighter Squadron.<br />
|-<br />
|''[[Deep Blood]]||Released||No||Unknown||Gai Daigoji||None||9|| The GTVA decides to give what lies beyond a ew jump node in Altair to the Capella refugees ||[http://www.freewebs.com/neo-terra/downloads.htm Website]<br />
|-<br />
|''[[Dissident Theory]]||Work-in-progress||No||FSO||freespacegundam||Unknown||Unknown||In the seven years since Capella, the GTVA has set about the task of relocating the millions of Capella refugees. Then was discovered the Acacia system. Lush, vibrant, teaming with life and resources, its worlds have become the hope for the destitute masses - and also for castoffs, pirates and other opportunists || [http://www.freewebs.com/gundamvsff/index.html Website]<br />
|-<br />
|''[[Earth Defense]]||Work-in-progress||Unknown||None||Various||Complete mod||30+||The aftermath of Capella, 20 years ago, has manifested in widespread unhappiness throughout the Terran and Vasudan populace. Political strife and scheming have begun to decay the established government from the inside out. As a new Vasudan leadership emerges, a breakaway faction forms.||[http://www.game-warden.com/earthdefence/ Website]<br />
|-<br />
|''[[Ghost Revenants]]||Released||No||FSO||griffon67||New ships, new weapons||40||The life of merchant is sometimes more boring that we could imagine. You found a way to live your life as you wanted, but the strange artifact you got recently is gonna put you in the worse situations.|| [http://www.hard-light.net/forums/index.php/topic,54854.0.html Thread]<br />
|-<br />
|''[[Into the Depths of Hell]]|| Partial || Unknown || || Unknown ||New ships, new weapons ||Unknown|| After the Capella supernova, the remnants of the Terran troops and refugees in Capella destruction of the Sathanas have no other choice but jumping into Shivan space, hopefully back to the GTVA space.<br />
|-<br />
|''[[Machina Terra]]||Work-in-progress||Yes||FSO||Various||Complete mod||40||Unknown<br />
|-<br />
|''[[Olympus Burning]]||Work-in-progress||Yes||FSO||sigtau||New ships, weapon, sounds||Unknown||The hunt for an extremely enhanced Orion goes awry||[http://www.hard-light.net/forums/index.php/topic,63657.0.html Thread]<br />
|-<br />
<br />
|''[[Pathways]] ||Work-in-progress||Unknown||FSO||Various||Unknown||Unknown||Shortly after the Capella accident, pirates raid civilian and military assets, compelling the GTVA to get into police actions<br />
|-<br />
|''[[Police Action]] ||Work-in-progress ||No ||FSO || [[User:Ngtm1r|Ngtm1r]]||New ships, new installations||30 || Five months after the last of the Shivan forces were mopped up the GTVA's naval presence vastly reduced, allowing pirates to operate more freely. Meanwhile, the last NTF battlegroup is raising hell in Deneb ; and there are discontent voices amongst the Vasudans, there are discontent voices -- Sequel to Cleaning Crew<br />
|-<br />
|''[[Race for Altair XI]]||Work-in-progress || No||FSO||[[User:Nubbles|Nubbles]]||None||Unknown||As the 75th Blue Lions are travelling back home after the Capella supernova, they are ambushed by Vasudan forces<br />
|-<br />
|''[[Relentless]]||Work-in-progress || No||FSO||[[User:Nubbles|Nubbles]]||None||Unknown||As the 75th Blue Lions are travelling back home after the Capella supernova, they are ambushed by Vasudan forces<br />
|-<br />
|''[[Renegade Resurgence]]||Released||No||FSO||[[User:TopAce|TopAce]]||New ships|||About 30||The GTVA initiates a very ambitious project to learn more about Ancient civilization. Ships keep disappearing, however.||[http://www.hard-light.net/forums/index.php/topic,55043.0.html Thread]<br />
|-<br />
|''[[Revenge]]||Released|| No||FSO||Florian Meyer||None||88||Eleven years after the seond Great War, in the year 2378. the shivan threat again reaches a dangerous magnitude. But the Events take a dramatic turn for more than 30.000 people, revealing revolutionary events hidden way back in the past.|| [http://www.freespacemods.net/download.php?view.399 FreeSpaceMods]<br />
|-<br />
|''[[Rise of the Corporate]] ||Released||No||FSO|| wistler ||None||6|| In order to stave of a new depression, the GTVA sells off its aging and mothballed ships to various trusted Corporate interests. || [http://www.hard-light.net/forums/index.php/topic,63451.0.html Thread]<br />
|-<br />
|''[[The Scroll of Atankharzim|Scroll of Atankharzim]] ||Work-in-progress||No||FSO|| Various||New ships, new weapons||40ish || In 2378, a new subspace node is discovered in Beta Cygni<br />
|-<br />
|''[[Second Great War Part II]]||Released||No||FS2||C. "Sunil" Reddy||None||30||In 2379, Shivans launch a third assault on Terran and Vasudan systems<br />
|-<br />
|''[[Stand Against the Night]]||Demo||No||FSO|| mr WHO ||new faction and sounds||3 released|| GTVA is performing military exercices simulating a SHivan attack on Sol || [http://www.hard-light.net/forums/index.php/topic,61304.0.html Thread]<br />
|-<br />
|''[[Shadows of Kraken]]||Released||No||Unknown|| [User:Axem|Axem ||None||5|| A week after the Capella incident, GTVA attemps to salvage debris in the Adhara system<br />
|-<br />
|''[[Teeth of the Tiger]] ||Work-in-progress||Unknown||FSO||Various||Complete mod||3 released|| In the weeks after the Capella accident, the GTVA decides to explore new systems || [http://www.hard-light.net/forums/index.php/topic,61004.0.html Thread]<br />
|-<br />
|''[[The Enemies Return]]||Released||No||FSO||KappaWing||None||26|| 12 years after the Capella accident, there are still Shivan entry point to the T-V systems || [http://www.hard-light.net/forums/index.php/topic,38491.0.html Thread]<br />
|-<br />
|''[[The Omicron Incident]]||Work-in-progress||No||FSO||macfie||Unknown||6 released|| The Omicron system is open to colonisation. But piracy must be wiped out before || [http://www.freespacemods.net/download.php?view.213 FreeSpaceMods]<br />
|-<br />
|''[[The Procyon Insurgency]]||Released ||No||FSO||CP5670||Various||17|| A young Vasudian pilot assist the GTVA in crushing the Procyon Insurgency<br />
|-<br />
|''[[Tegmen's Stair]]||Unknown||Unknown||FSO||ITA Master||Unknown||None||<br />
|-<br />
|''[[Tides of Darkness]]||Released||No||FSO||Droid803||Shivan ships played||Unknown||The Sathanas fleet has been trapped in Gamma Draconis and Capella for years by the sudden collapse of the nebula node. As a anti-terran cult make its move, the exiled Terrans that joined the Shivans after fleeing to Gamma Draconis are pulled along into the conflict.|| [http://www.hard-light.net/forums/index.php/topic,60136.0.html Thread]<br />
|-<br />
|''[[Transcend]]||Released||No||FSO||Ransom Arceihn||Minor mods||44||Everyone has a limit...<br />
|-<br />
|''[[Twisted Infinities]]||Work-in-progress||Unknown||FSO|| Various||Complete mod, atmospheric combat||35|| By 2378, some pirate groupes in <br />
|-<br />
|-|''[[Unification Prequel]] ||Released||No||FS2||Gai Dagoji||Unknown||9||The GTD Avenger has been assigned to the Hydra system, to protect the Capella refugees || [http://www.hard-light.net/forums/index.php/topic,28371.0.html Thread]<br />
|-<br />
|''[[Utopia - Return to Neo Terra]]||Partial, postponed||No||Unknown||Gai Daigoji||None||11 released|| Three years after Capella, the small Vasudan garrison of Solaris is unable to maintain control as Terrans begin to turn on each other. Stuck in the middle, a former NTF pilot must choose his path ||[http://www.freewebs.com/neo-terra/downloads.htm Website]<br />
|-<br />
|''[[Windmills]] ||Released||No||FSO||Ransom Arceihn||Proof-of-concept||4||A proof-of-concept aiming at showing that FS2 can be turned into a (somewhat) RTS || [http://www.hard-light.net/forums/index.php/topic,62062.0.html Thread]<br />
|-<br />
| colspan="9" style="text-align: center; background: #114;"| <font size=4>'''Blue Planet'''</font><br><font size=1>''Campaigns set in the user-made [[Blue Planet]] continuity''</font><br />
|-<br />
|''[[Blue Planet: Age of Aquarius|Age of Aquarius]]||Released||Planned||FSO||Darius||Complete mod||22||While trying to travel back to Sol for the first time, a GTVA fleet faces peculiar events<br />
|-<br />
|''[[Blue Planet: War in Heaven|War in Heaven]]||Work-in-progress||Planned||FSO||Darius||Complete mod||33 (Planned)||The war between Sol and the rest of its colonies in its final stage<br />
|-<br />
| colspan="9" style="text-align: center; background: #114;"| <font size=4>'''Cold Element'''</font><br><font size=1>''Campaigns set in the user-made [[Cold Element]] continuity''</font><br />
|-<br />
|''[[Derelict]] ||Released||Yes||FS2||Various||New ships, new jump node||46|| 5 years after the collapse of Capella, a derelict Lucifer is found hovering in space<br />
|-<br />
|''[[Aftermath_(CE)|Aftermath]]||Released||No||FS1/FSO/FSPort||Various,[[FreeSpace Campaign Restoration Project|FSCRP]]||Music Files||4 Episodes 19 missions total||A plague errupts in Epsilon Pegasi, which the GTVA tries to quarantine ||[http://www.hard-light.net/forums/index.php?topic=66833.0 Thread]<br />
|-<br />
|''[[Blackwater Operations]]|| Demo||Yes||FSO||Various||Complete mod, branching campaign||Unknown||Unknown<br />
|-<br />
|''[[Twilight]]||Released||No ||FS2||Ace||Unknown ||6 || In 2372, the GTD Morgain is sent in Ikeya system to investigate the disappearance of several GTVA ships<br />
|-<br />
|''[[Warzone]] ||Released|| No ||FS2|| IceFire,[[FreeSpace Campaign Restoration Project|FSCRP]]||New ship ||19|| In the midst of another Shivan invasion of the GTVA home systems, a mystery begins to unravel itself|| [http://www.hard-light.net/forums/index.php/topic,58356.0.html Thread]<br />
|-<br />
| colspan="9" style="text-align: center; background: #112;"| <font size=3>'''Into the Halls of Valhalla'''</font><br><font size=1>''Campaigns set in the [[Into the Halls of Valhalla]] sub-continuity of the user-made [[Cold Element]] continuity''</font><br />
|-<br />
|''[[Into the Halls of Valhalla|Police Action(ITHOV)]]||Released||No||FSO||[User:TopAce|TopAce, Thor ||None||4||The 70th Blue Lions must escort the Representative Men'Su<br />
|-<br />
|''[[Into the Halls of Valhalla]]||Released||No||FSO||Various||New ship, new installation||Unknown||After being caught spying, Commander McCrae is reassigned in a border world<br />
|-<br />
| colspan="9" style="text-align: center; background: #112;"| <font size=3>'''Independent'''</font><br><font size=1>''Campaigns set independently in the user-made [[Cold Element]] continuity''</font><br />
|-<br />
|''[[Meditations on the Abyss]]||Partial||No||FS2||Akalabeth Angel ||None||6 released||Miranda Doué yearns for asignment of low prestige, but sometimes fate is lacking of heroes<br />
|-<br />
| colspan="9" style="text-align: center; background: #114;"| <font size=4>'''Incursion'''</font><br><font size=1>''Campaigns set in the user-made [[Incursion]] continuity''</font><br />
|-<br />
|''[[Incursion]] ||Released||No||FS2||MAW||Unknown||26|| In 2676, the Shivans appear in greater forces than ever<br />
|- style= "border: 1px #22D solid;"<br />
|-<br />
|''[[Return to Sol]]||Released||No||FS2||MAW||New ships, maybe other||20|| In 2680, after the final defeat of the Shivan, the GTVA is about to travel back to Sol -- Sequel to Incursion<br />
|-<br />
|- style= "border: 1px #22D solid;"<br />
| colspan="9" style="text-align: center; background: #114;"| <font size=4>'''End War'''</font><br><font size=1>''Campaigns set in the user-made End War continuity''</font><br />
|-<br />
|''[[Dawn of Sol]]||Released||No||FSO||ShadowGorrath, EW team||Complete mod||Unknown|| Cold war simmers in the Sol system. Little do they know that they are on the threshold of revolution. The Dawn of Sol is coming.|| [http://www.hard-light.net/forums/index.php?topic=66994.0 Thread]<br />
|-<br />
|''[[End War]]||Work-in-progress||No||FSO||ShadowGorrath, EW team||Complete mod||Unknown|| 32 years has passed since the second Shivans incursion, but now at last, mankind will be able to connect back with their homeworld ||[http://www.hard-light.net/forums/index.php/topic,57037.0.html Thread]<br />
|-<br />
|- style= "border: 1px #22D solid;"<br />
| colspan="9" style="text-align: center; background: #114;"| <font size=4>'''Inferno'''</font><br><font size=1>''Campaigns set in the user-made [[Inferno]] continuity''</font><br />
|-<br />
|''[[Inferno|Inferno: Alliance]]||Released||No||FSO||INFA Team||||20||15 years after the destruction of the Sol node, Sol is at war.<br />
|-<br />
|''[[Inferno|Inferno: Alliance 1]]||Work-in-progress||No||INFA SA||INFA Team||||34||New version of the Inferno Alliance campaign<br />
|-<br />
|''[[Inferno|Inferno: Alliance 2]]||Work-in-progress||No||INFA SA||INFA Team||||30+||The newly born Earth Alliance faces the Jovian Coalition and its allies<br />
|-<br />
|''[[Inferno|Inferno: Release 1]]||Released||No||INFR1, FS2||Inferno R1 Team||||14||The GTVA and the Earth Alliance are at war, while the Shivans are back<br />
|-<br />
|''[[Inferno|Inferno SCP: Chapter One]]||Work-in-progress||No||INF SCP||INF SCP Team||||30+||New version of Inferno Release 1, with major plot changes.<br />
|-<br />
|''[[Inferno|Inferno SCP: Chapter Two]]||Work-in-progress||No||INF SCP||INF SCP Team||||20+||Continuation of Chapter One.<br />
|-<br />
|''[[Solar Wars]]||Part 1 released||No||INFR1, FSO||Gai Daigoji||||13|| 48 hours after the surrender of the Earth Alliance, an EA is called into action again||[http://www.freewebs.com/neo-terra/downloads.htm Website]<br />
|-<br />
|''[[Steadfast|Steadfast Episode One]]||Work-in-progress||No||FSO, Inferno R1, INFA||Steadfast Team||||25||The GTCa Steadfast is sent to deal with Altair Phoenixes forces in Alpha Centauri<br />
|-<br />
|''[[Steadfast|Steadfast Episode Two]]||Postponed||No||FSO, Inferno R1, INFA||Steadfast Team||||20(?)||The AP Rebellion continues and the integrity of the Alliance is threatened<br />
|-<br />
| colspan="9" style="text-align: center; background: #114;"| <font size=4>'''Seeds of Rebellion'''</font><br><font size=1>''Campaigns set in the user-made [[Seeds of Rebellion]] continuity''</font><br />
|-<br />
|''[[Seeds of Rebellion]]||Postponed||No||FSO||Karajorma||Unknown||5||By 2368, on a shakedown cruise to test its new systems, the GTAC Aethalides ends up in the middle of a war zone<br />
|-<br />
|''[[The Centaur Project]]||Partial||Yes||FS2 or FSO||Grunt, Laibon, stepanshuk||New ships, new installation, branching||18 released||In 2377, the Centaur Project aims at clearing definitly attacking the Shivans in their very systems||[http://w3.enternet.hu/fscult/TCP.htm Website]<br />
|-<br />
|''[[The Mercury Affair|Mercury Affair]]||Postponed||No||FSO||Karajorma||Unknown||20+||In 2376, secret cargos of the GTVA are mysterioulsy received in the Ross 128 system -- Sequel to Seeds of Rebellion<br />
|-<br />
|- style= "border: 1px #22D solid;"<br />
| colspan="9" style="text-align: center; background: #114;"| <font size=4>'''Workings of the Warp'''</font><br><font size=1>''Campaigns set in the user-made [[Working of the Warp]] continuity''</font><br />
|-<br />
|''[[Faces of Treason]]||Released||No||FSO||[http://wo.proxima-fleet.com/ Orph3u5]||Branching campaign||Unknown||Unknown|| [http://wo.proxima-fleet.com/wotw/index.html Website]<br />
|-<br />
|''[[Workings of the Warp]]||Released||No||FSO||[http://wo.proxima-fleet.com/ Orph3u5]|| Various||Unknown||Commander Alexander Couter, Squadron Leader of 41st Squadron of the GTVA will take part in an epic struggle in a divided galaxy, once again battle against the Shivans and will uncover a mystery which even the powerful Shivans have to fear. || [http://wo.proxima-fleet.com/wotw/index.html Website]<br />
|-<br />
|''[[Omens]]||Work-in-progress||No||FSO||[http://wo.proxima-fleet.com/ Orph3u5] || Various ||Unknown||Unknown || [http://wo.proxima-fleet.com/wotw/index.html Website]<br />
|}<br />
<br />
== Non-FreeSpace continuity ==<br />
<br />
{| cellpadding = 5 style="margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;" class=sortable<br />
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link<br />
|-<br />
|''[[Allied Worlds]]||Released||No||FSO||Alex Harris || New Textures, new weapons||6||The Allied Worlds are sending a last ressort attack against the Leedran || [http://www.freespacemods.net/download.php?view.59 FreeSpaceMods]<br />
|-<br />
|''[[The Great War - Independence]]||Work-in-progress||No||FSO||Alex Navarro|| New ships||Unknown||In year 2434, human colonies scattered all over the universe want their independence || [http://www.hard-light.net/forums/index.php?topic=66284.0 Thread]<br />
|-<br />
|''[[Civil War]]||Released||No||FSO & FSP||Tane Zezo Piper, macfie || None||Unknown||In an alternate FreeSpace universe, Vasudans are traders and Shivans a mysterious warrior race|| [http://www.freespacemods.net/download.php?view.81 FreeSpaceMods]<br />
|-<br />
|''[[Descendants of Sol]]||Work-in-progress||No||FSO||TopAce |TopAce||Numerous mods, new sounds, music||Around 30||A mysterious disease is taking casualties on one of the human-populated planets.|| [http://www.hard-light.net/forums/index.php/topic,65155.0.html Thread]<br />
|-<br />
|''[[Twist of Fate]]||Partial||No||FSO $ FSP||Woolie Wool and Various ||New ships, weapons, backgrounds, and music||4 (demo), 15 (Chapter 1), 48 (all chapters)||An alternate continuity where the Shivans died out and the Terna-Vasudan War rages on || [http://www.freespacemods.net/download.php?view.15 FreeSpaceMods]<br />
|-<br />
|- style= "border: 1px #22D solid;"<br />
| colspan="9" style="text-align: center; background: #114;"| <font size=4>'''Stormfront'''</font><br><font size=1>''Campaigns set in the user-made [[Stormfront]] continuity''</font><br />
|-<br />
|''[[What if - Another Great War]]||Released||No||FSO||SF-Junky||New ships, new weapons||30|| What if, during the Great War, the Shivans had beams, and the GTA-PVN Flak cannons ?<br />
||[http://www.hard-light.net/forums/index.php/topic,56156.0.html Thread]<br />
|-<br />
|''[[StormFront I - Prophecy|Prophecy]] ||Released||No||FSO||SF-Junky||New ships||22||The GTVA confronts a newly flamed Hammer of Light rebellion in Laramis one year after the Capella incident<br />
||[http://www.hard-light.net/forums/index.php?topic=67097.0 Thread]<br />
|-<br />
|''[[StormFront II - Cthulhu|Cthulhu]] ||Released||No||FSO||SF-Junky||New ships||22|| Sequel to Stormfront I - Prophecy<br />
||[http://www.hard-light.net/forums/index.php?topic=67097.0 Thread]<br />
|}<br />
<br />
== Parodies == <br />
<br />
{| cellpadding = 5 style="margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;" class=sortable<br />
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link<br />
|-<br />
|''[[Deus Ex Machina]] ||Released||No||FS2 ||Goober5000||None||5||As a member of the NTF 47th Red Shirts, you must protect Bosch Beer shipping lines<br />
|-<br />
|''[[Just Another Day]] ||Released||No||FSO ||[user:Axem|Axem ||None||6|| You are Alpha One, the greatest pilot ever, facing your worst enemies : the FREDer and plotholes This campaign has one more level than Deus Ex Machina<br />
|-<br />
|''[[Just Another Day 2: Electric Boogaloo]] ||Released||No||FSO ||[user:Axem|Axem ||None||6|| You are still Alpha One, and being the best pilot and all, you must uncover what are the Shivans<br />
|-<br />
|''[[Just Another Day 3: Shivans on a Plane]]||Released||No|| FSO||[user:Axem|Axem ||None||8|| You are still Alpha One, and Shivans are trying to take over former human aero-transport.<br />
|} <br />
<br />
[[Category:User-made Campaigns|*]]<br />
<br />
== [[The Babylon Project]] ==<br />
<br />
{| cellpadding = 5 style="margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;" class=sortable<br />
!Campaign !!Release status !! Voiced !! Author(s) !! Number of missions!! Features !! Story and notes !!<br />
|-<br />
|''[[Earth Minbari War]]||Partial||Yes|| The TBP team||Unknown|||| The demo campaign for the Babylon Project<br />
|-<br />
|''[[Drums of War]]||Released||No||0rph3u5||5|| ||The year is 2262 and the Interstellar Alliance faces its first major crisis. And the NRS Vol'Toth uncovers a dark truth... <br />
|-<br />
|''[[Drums of War 2]]||Released||No||0rph3u5||5|| ||The drums are being played again. The song of war rises and you have the chance to join the pilots of the Narn Destroyer Vol'toth again...<br />
|-<br />
|''[[Raider Wars]]||Released||Yes||Unknown||Unknown||||Unknown<br />
|-<br />
|''[[Relic]]||Released||Unknown||Slasher||4||||Background from the 4th season<br />
|-<br />
|''[[Dark Children]]||Released||Yes ||Vidmaster|| 5 || Bullet-time, in system-jumping || Campaign made to test new features<br />
|-<br />
|''[[Achen Schooling Flight]]||Released||Yes||Vidmaster|| 1|| ||TBP Tutorial Mission<br />
|-<br />
|''[[Operations]]||Released||Yes||Vidmaster||6||Multiplayer campaign||<br />
|-<br />
|''[[Fortune Hunters - 2259]]||Released||No (planned)||Vidmaster|| 9|| ||Raiding defenseless convoys to make a living, the Fortune Hunters get pulled into events between powers that are destined to change the face of the galaxy forever. Alien races go to war with each other, trade routes are disrupted and terrors yet unseen lurk somewhere in the void. It is the year 2259, the year the Great War started. - REQUIRES ZATHRAS.<br />
|-<br />
|''[[Fortune Hunters - 2260]]||Released||No (planned)||Vidmaster||13 || ||Alliances and balances are shifting. The Great War is upon the galaxy and the Hunters have to decide what their place will be in this new world - REQUIRES ZATHRAS.<br />
|-<br />
|''[[Fortune Hunters - 2261]]||Released||No (planned)||Vidmaster||12 || ||The saga concludes, the Great War is in its final stage. Gods clash, worlds vanish and all hope is lost. This is it, your final moment, victory is impossible and survival doubtful. And even if you would make it through, what would you do afterwards? - REQUIRES ZATHRAS.<br />
|}<br />
<br />
== Other universes ==<br />
{| cellpadding = 5 style="margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;" class=sortable<br />
!Project !!Website !!Mod status !!Main campaign release status!! Description !!<br />
|-<br />
|''[[Beyond the Red Line|BattleStar Galactica: Beyond the Red Line]]||[http://www.game-warden.com/bsg/ Link]||Completed||Demo released||Beyond the Red Line is a standalone total conversion based on the popular new tv-show Battlestar Galactica (Re-imagined). It features a seminewtonian flight model. <br />
|-<br />
|''[[Diaspora]]||[http://www.diaspora-game.com/ Link]||Work-in-progress|||| Another total conversion based on the Battlestar Galactica universe.<br />
|-<br />
|''[[Fate of the Galaxy]]|| [http://swc.hard-light.net/ Link] ||Work-in-progress|||| An attempt to bring Star Wars to FreeSpace, also known as the Star Wars Conversion.<br />
|-<br />
|''[[FreeSpace: Reunited (FSR)|FreeSpace: Reunited]]|| None ||Work-in-progress|||| This mod aims at merging the universe of FreeSpace with the one of BattleStar Galactica<br />
|-<br />
|''[[Fringespace]]||[http://fringespace.org Link]||Work-in-progress||||This project is designed to duplicate, as closely as possible, the "feel" 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. <br />
|-<br />
|''[[Star Fleet Academy]]||None||Work-in-progress|||| This project aims at entailling events from multi-eras of the Trek Continuum<br />
|-<br />
|''[[The Starforce Mod|Starforce]]||None||Work-in-progress||||The Starforce Mod is a continuation of the FS universe into the 41st century.The project is intended to be more of a starting point for other projects rather than a full campaign in itself. <br />
|-<br />
|''[[Starfox: Shadows of Lylat|Star Fox: Shadows of Lylat]]||[http://www.game-warden.com/starfox Link]||Work-in-progress||||Starfox: Shadows of Lylat is a standalone mod for FreeSpace 2 Open based on the Star Fox games, with many new features such as rail missions and planet-side missions.<br />
|-<br />
|''[[Renegade Legion]]||None||Planning||||This project will attempt to bring the once-forgotten universe of Renegade Legion to the FSOpen engine - Should feature a seminewtonian flight model<br />
|-<br />
|''[[Robotech 2.0]]||None||Unknown|||| This project plan to expand the original Robotech mod<br />
|-<br />
|''[[Wing Commander Saga]]||[http://www.wcsaga.com/ Link]||Completed||Partial||Wing Commander Saga (WCS) is a standalone total conversion based on the universe familiar from the Wing Commander games<br />
|}</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=Species_defs.tbl&diff=27461Species defs.tbl2010-01-08T19:15:26Z<p>Aardwolf: /* +Debris_Texture: */ less wrong, afaik</p>
<hr />
<div>{{SCP_table}}<br />
<br />
{{TableVersion|5211|5307}}<br />
<br />
<br />
Species_defs.tbl is a new table added by the Source Code Project which allows the addition of new species types in addition to Terran, Vasudan and Shivan, or to replace these three species. New species can have individual briefing icons, thruster glows, shield hit anis, debris fields, and [[FRED]] menu colours. Any new species added here must be added to [[icons.tbl]], [[asteroid.tbl]] and [[sounds.tbl]] if the game is to work.<br />
<br />
<br />
==Species Entry==<br />
<br />
<br />
===$Species_Name:===<br />
{{Table3610|<br />
*Defines the name of the species.<br />
*Syntax: '''String'''<br />
**Example: ''Shivan''}}<br />
<br />
<br />
===$Default IFF:===<br />
{{Table3610|<br />
*Defines the species default IFF in FRED.<br />
*Syntax: '''String''', name of the IFF, either as default IFF types or as define in [[iff_defs.tbl]]<br />
**Example: ''Hostile''}}<br />
<br />
<br />
===$FRED Color::===<br />
{{Table3610|<br />
*Also '''$FRED Colour:'''<br />
*Defines the color used in FRED for this species<br />
*If not defined the fred defaults color to black ( 0, 0, 0 )<br />
*Syntax: ( '''Color''' ), three '''integers''', 0 to 255, red, green and blue respectively<br />
**Example: ( 255, 0, 0 )}}<br />
<br />
<br />
===+Debris_Texture:===<br />
{{Table3610|<br />
*Defines the name of the standard texture applied to particle-like impact-effect and 'vaporized' ship debris.<br />
*Syntax: '''String''', filename<br />
**Example: ''debris01c''}}<br />
<br />
===+Shield_Hit_ani:===<br />
{{Table3610|<br />
*Defines the name of the ani file applied to a species shields when hit.<br />
*Syntax: '''String''', filename<br />
**Example: ''shivanshield''}}<br />
<br />
<br />
===$ThrustAnims:===<br />
{{Table3610|<br />
*'''+Normal:''' or '''+Pri_Normal:'''<br />
**Defines name of standard thruster animation.<br />
**This maps the image onto the mesh thrusters.<br />
**Syntax: '''String''', filename or ''<none>''<br />
***Example: ''thruster03''<br />
*'''+Afterburn:''' or '''+Pri_Afterburn:'''<br />
**Defines name of afterburn thruster animation.<br />
**This maps the image onto the mesh thrusters.<br />
**Syntax: '''String''', filename or ''<none>''<br />
***Example: ''thruster03a''<br />
*'''+Sec_Normal:'''<br />
**Defines name of secondary standard thruster animation.<br />
**This is rendered as a plane, the image is centered but on the left edge of the image, and located at each of the engines. This causes the image to flicker in size. it also grows and shrinks depending on the thrust.<br />
**Syntax: '''String''', filename<br />
***Example: ''thruster02-03''<br />
*'''+Sec_Afterburn:'''<br />
**Defines name of secondary afterburn thruster animation.<br />
**This is rendered as a plane, the image is centered but on the left edge of the image, and located at each of the engines. This causes the image to flicker in size. it also grows and shrinks depending on the thrust.<br />
**Syntax: '''String''', filename<br />
***Example: ''thruster02-03a''<br />
*'''+Ter_Normal:'''<br />
**Defines name of tertiary standard thruster animation.<br />
**This is rendered as a halo, the image is centered, and located at each of the engines. This will always be facing the player directly. Used for an engine glow that flickers in size.<br />
**Syntax: '''String''', filename<br />
***Example: ''thruster03-03''<br />
*'''+Ter_Afterburn:'''<br />
**Defines name of tertiary afterburn thruster animation.<br />
**This is rendered as a halo, the image is centered, and located at each of the engines. This will always be facing the player directly. Used for an engine glow that flickers.<br />
**Syntax: '''String''', filename<br />
***Example: ''thruster03-03a''}}<br />
<br />
<br />
===$ThrustGlows:===<br />
{{Table3610|<br />
*'''+Normal:'''<br />
**Defines name of standard thruster glow bitmap.<br />
**Syntax: '''String''', filename or ''<none>''<br />
***Example: ''thrusterglow03''<br />
*'''+Afterburn:'''<br />
**Defines name of standard thruster glow bitmap.<br />
**Syntax: '''String''', filename or ''<none>''<br />
***Example: ''thrusterglow03a''}}<br />
<br />
<br />
===$AwacsMultiplier:===<br />
{{Table3610|<br />
*Defines the awacs multiplier. All ships belonging to the species have their awacs range multiplied by this number.<br />
*Syntax: '''Float''', (multiplier)<br />
**Example: ''1.25''}}<br />
<br />
<br />
==Sample Entry==<br />
<br />
<pre><br />
#SPECIES DEFS<br />
<br />
;------------------------<br />
; Terran<br />
;------------------------<br />
$Species_Name: Terran<br />
$Default IFF: Friendly<br />
$FRED Color: ( 0, 0, 192 )<br />
$MiscAnims:<br />
+Debris_Texture: debris01a<br />
+Shield_Hit_ani: shieldhit01a<br />
$ThrustAnims:<br />
+Normal: thruster01<br />
+Afterburn: thruster01a<br />
$ThrustGlows:<br />
+Normal: thrusterglow01<br />
+Afterburn: thrusterglow01a<br />
$AwacsMultiplier: 1.00<br />
<br />
;------------------------<br />
; Vasudan<br />
;------------------------<br />
$Species_Name: Vasudan<br />
$Default IFF: Friendly<br />
$FRED Color: ( 0, 128, 0 )<br />
$MiscAnims:<br />
+Debris_Texture: debris01b<br />
+Shield_Hit_ani: shieldhit01a<br />
$ThrustAnims:<br />
+Normal: thruster02<br />
+Afterburn: thruster02a<br />
$ThrustGlows:<br />
+Normal: thrusterglow02<br />
+Afterburn: thrusterglow02a<br />
$AwacsMultiplier: 1.25<br />
<br />
;------------------------<br />
; Shivan<br />
;------------------------<br />
$Species_Name: Shivan<br />
$Default IFF: Hostile<br />
$FRED Color: ( 192, 0, 0 )<br />
$MiscAnims:<br />
+Debris_Texture: debris01c<br />
+Shield_Hit_ani: shieldhit01a<br />
$ThrustAnims:<br />
+Normal: thruster03<br />
+Afterburn: thruster03a<br />
$ThrustGlows:<br />
+Normal: thrusterglow03<br />
+Afterburn: thrusterglow03a<br />
$AwacsMultiplier: 1.50<br />
<br />
#END<br />
</pre><br />
<br />
[[Category:Tables]]</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=SC_Rictus&diff=27309SC Rictus2009-12-23T04:24:24Z<p>Aardwolf: comments "looks like"</p>
<hr />
<div>{{User-made Ships|''SC '''Rictus'''''}}<br />
<br />
<br />
{{shipimage|image=[[Image:SCRictus640x480.jpg|320px]]|caption=SC Rictus}}<br />
<br />
==Description:==<br />
<br />
===Tech Room Description===<br />
More than once has the leering grin of the Rictus-class Shivan cruiser been a pilot's last sight. A wide array of anti-fighter weaponry, protected by a powerful shielding system, chews through fighter and bomber wings with ease. Pilots are advised to let capital ships engage this warship from a safe distance.<br />
<br />
===Credits===<br />
*Model by '''Galemp'''<br />
<br />
==Performance:==<br />
===Statistics===<br />
{|<br />
|-<br />
| style="width:200px" | '''[[Technical_Terms_and_Definitions#Type|Type]]'''<br />
| style="width:200px" | Cruiser<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''<br />
| Shivans<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''<br />
| 20<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''<br />
| N/A<br />
|-<br />
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]<br />
| 40 000<br />
|-<br />
| [[Technical_Terms_and_Definitions#Shields|Shields]]<br />
| 10 000<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Width|Width]]'''<br />
| 317 m<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Height|Height]]'''<br />
| 202 m<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''<br />
| 365 m<br />
|}<br />
<br />
===Armaments===<br />
<br />
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#351515;"| '''Default Statistics'''<br />
|- align="center"<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
|- align="center"<br />
| [[LRed]]<br />
| 1<br />
|- align="center"<br />
| [[Standard Flak]]<br />
| 4<br />
|- align="center"<br />
| [[Long Range Flak]]<br />
| 1<br />
|- align="center"<br />
| [[Shivan Turret Laser]]<br />
| 4<br />
|- align="center"<br />
| [[SAAA]]<br />
| 4<br />
|- align="center"<br />
| [[Shivan Heavy Laser]]<br />
| 2<br />
|}<br />
<br />
<br />
{{comment|It looks like a Cacodemon from DooM}}<br />
<br />
==Related Links:==<br />
*[http://www.freespacemods.net/download.php?view.178 Download | FreeSpaceMods.net]</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=Nemesis_(INF)&diff=26135Nemesis (INF)2009-10-28T06:24:01Z<p>Aardwolf: /* Legacy */ typo [resisted temptation to vandalize]</p>
<hr />
<div>{{Mission|previous=Intangible Factors|next=Gigas|campaign=Inferno: Release 1 Campaign Walkthrough}}<br />
<br />
'''MISSION 13'''<br />
<br />
'''Fighter squadron:''' ''Not known''<br />
<br />
'''Description:''' ''To be filled in later''<br />
<br />
----<br />
The EA makes a final stand against the GTVA in orbit over Earth.<br />
<br />
This mission has two stages. In the first, you must protect a task force of destroyers and corvettes against an onslaught of bombers and a few beam turret attacks. Set a single wing of fighters to defend each corvette/destroyer in the task force and keep yourself in reserve to help out whichever starts to get in trouble. When the EA ship warps in, disable its starboard beams quickly with Stilettos. <br />
<br />
In the second phase, you must disarm the Nemesis after traversing a distance of about 20 KM in a very short time period. Make sure your Stilettos are restocked before the Nemesis battle begins and use them to disarm the two largest starboard beam cannons on the Nemesis. These beam cannons are huge and white, unlike the others that are small and blue.<br />
<br />
==Legacy==<br />
This is often cited as the highlight of the Inferno campaign, and is regarded by many as among the most compelling missions ever created. It has spawned a number of spin-offs.<br />
<br />
A preview of an unofficial edition of the mission, with new ships and substitutes can be viewed [http://www.youtube.com/watch?v=chXzJntylUU here].<br />
<br />
==Total number of forces==<br />
<br />
<br />
{| border=0 align=center<br />
<br />
{|border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#3C1E1E; font-size: 150%" |<br />
'''Forces involved'''<br />
<br />
|- align="center"<br />
| colspan=2 style="background:#202020"| '''Belligerents'''<br />
|- align="left"<br />
| style="width:160px" |<br />
*[[Galactic Terran-Vasudan Alliance|GTVA]]<br />
| style="width:160px" |<br />
*[[Earth Alliance (INF)|EA]]<br />
|- align="center"<br />
<br />
|- align="center"<br />
| colspan=2 style="background:#202020"| '''Ships'''<br />
|- align="left"<br />
| style="width:160px" | <br />
| style="width:160px" |<br />
|- align="center"<br />
|- align="center"<br />
| colspan=2 style="background:#202020"| '''Spacecraft'''<br />
|- align="left"<br />
| style="width:160px" | <br />
| style="width:160px" |<br />
|- align="center"<br />
| colspan=2 style="background:#202020"| '''Casualties'''<br />
|- align="left"<br />
| style="width:160px" | <br />
| style="width:160px" |<br />
|- align="center"<br />
<br />
|}<br />
<br />
==New equipment==<br />
<br />
{{stub}}<br />
<br />
[[Category: Inferno R1]]</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=Alpha_1&diff=26134Alpha 12009-10-28T05:38:37Z<p>Aardwolf: /* Non-canon */ "squadrons" >> "wings"</p>
<hr />
<div>'''Alpha 1''' is a designation of the fighter pilot who flies as leader of Alpha wing. In the two games&mdash;and the official expansion ''[[Silent Threat]]''&mdash;the player's character always receives this designation, and is called Alpha 1 instead of a human name.<br />
<br />
Logic dictates that Alpha 1 almost certainly cannot be the same person for each game. Alpha 1 of FS1 ended in Sol, cut off. Alpha 1 of ''Silent Threat'' is too old for an active fighter command by the time of FS2 (and in any case FS2's Alpha 1 is welcomed as a recruit by Lieutenant Loukakis). <br />
<br />
There is some speculation that ''Silent Threat'''s Alpha 1 may be [[Aken Bosch]]. In the cutscene Monologue 4, Bosch states:<br />
<br />
"As a young pilot I battled against the rebels of the Great War, the [[Galactic Terran Intelligence]] whose research of Shivan technology and biology would form the cornerstone of my project."<br />
<br />
==Achievements==<br />
Some major events that Alpha 1 has been in:<br />
<br />
===The Great War===<br />
:''Main article: [[Great War]]''<br />
*Acquisition of [[Shivans|Shivan]] [[shield]] technology.<br />
*Witness the destruction of the [[GTD Galatea|GTD ''Galatea'']].<br />
*Participate in the [[Destruction of the SD Lucifer|attack]] on the [[SD Lucifer|SD ''Lucifer'']].<br />
<br />
===GTI Rebellion===<br />
:''Main article: [[Hades Rebellion]]''<br />
*(Help) Destroy(ing) the [[GTD Hades|GTD ''Hades'']]. (''[[Silent Threat]]'')<br />
<br />
===The Second Shivan Invasion===<br />
*Weaken the first [[SJ Sathanas|SJ ''Sathanas'']], so the [[GTVA Colossus|GTVA ''Colossus'']] was able to defeat it.<br />
*Witness the Colossus's first and last battles.<br />
*Help evacuate [[Capella]].<br />
*Assisting [[Special Operations Command]] in extremely dangerous operations.<br />
<br />
==Non-canon==<br />
In many [[User-made Campaigns (FS2)|user-made campaigns]], the players character usually retains the designation of Alpha 1. Whether a campaign's pilot is the same Alpha 1 as the one that the player flies in the official games is determined by the user-made campaign's plotline.<br />
<br />
Newer versions of [[FreeSpace Open]] allow the [[FREDder]] to place the pilot into wings other than Alpha, Beta, and Gamma. This change inspired campaign makers to get rid of the "Player is Alpha 1" tradition.<br />
<br />
==Trivia==<br />
*Alpha 1 never speaks a single line in canon missions.<br />
*Alpha 1 only speaks once: in the ending cutscene of ''FreeSpace 1''.<br />
*[[Portal:FRED|FRED]] doesn't allow the player to [[send-message|send any mission messages]]. It can be circumvented by preceding the player ship's name by #, as in #Alpha 1.<br />
*Only if Alpha 1 dies will wingmen talk lines such as "Pilot down!" If an AI-controlled friendly craft is destroyed, its own pilot may send an automatic message (usually an agonized scream), but none of the remaining pilots will take note.<br />
<br />
[[Category:Characters]]</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=SF_Scorpion&diff=25782SF Scorpion2009-10-04T04:59:14Z<p>Aardwolf: /* Name origin */ it looks like a scorpion, see?</p>
<hr />
<div>The '''SF ''Scorpion''''' was a Shivan interceptor fighter used during the [[Great War]] in 2335 by the [[Shivan]]s.<br />
<br />
{{FS12_Ships}}<br />
{{shipimage|image=[[Image:scorpion320x240.jpg]]|caption=The SF Scorpion}}<br />
<br />
==Description:==<br />
<br />
===FS1 Tech Room Description===<br />
We originally thought the Scorpion was the Shivans best fighter. However, we now believe that the Scorpion is nothing more than a Shivan scout ship. Their vast numbers and seeming unimportance to the Shivan war effort leads us to this belief. Regardless of its purpose, the Scorpion is highly maneuverable, fast, and difficult to destroy. It can also do damage equivalent to our space superiority fighters.<br><br><br />
In the event that you encounter Scorpions, regard them as a Class C threat.<br />
<br />
===Developer Notes===<br />
''None''<br />
<br />
===Name origin===<br />
A scorpion is an eight-legged arthropod with a deadly poison stinger on the tip of its tail. The SF Scorpion has a vertical spike possibly resembling the tail of a scorpion, hence the name.<br />
<br />
==Performance:==<br />
===Statistics===<br />
{|<br />
|-<br />
| style="width:200px" | '''[[Technical_Terms_and_Definitions#Type|Type]]'''<br />
| style="width:200px" | Recon<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''<br />
| Unknown<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Maneuverability|Maneuverability]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''<br />
| 70.0 - 72.0 mps<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''<br />
| 140.0 mps<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''<br />
| N/A<br />
|-<br />
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]<br />
| 180<br />
|-<br />
| [[Technical_Terms_and_Definitions#Shields|Shields]]<br />
| 600<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''<br />
| 17.3 m<br />
|}<br />
<br />
===Armaments===<br />
<br />
*'''[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#351515;"| '''FreeSpace 1'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Guns<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 2<br />
| [[Shivan Light Laser]]<br />
|- align="center"<br />
| 2nd<br />
| 2<br />
| [[Shivan Heavy Laser]]<br />
|}<br />
*'''[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#351515;"| '''FreeSpace 1'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Capacity<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 40<br />
| [[GTM MX-50|MX-50]]<br />
|}<br />
<br />
===Veteran Comments===<br />
{{comment|<br />
''The Scorpion is lighter and more agile than most Shivan craft, but not particularly fast. Armament is middle-of-the-road and neither impressive nor laughable, while its protection is on the light side but still capable of standing up to enemy fire briefly. It does possess the unique ability to move in three dimensions at once, something not often seen on lower difficulty levels but very annoying on higher ones.''<br />
<br />
''All in all the Scorpion is quite comparable to the GTF Apollo. It does most of the same things with about the same level of competency at them.''<br />
<br />
<br />
''Low mass values mean that when hit, its speed and velocity will be heavily affected. Additionally, slide values allow it to move in more than one direction simultaneously, something that can be duplicated by the player through NumPad Keys 1 and 3.''}}<br />
[[Category:Ship]]</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=Vishnan_Preacher&diff=25620Vishnan Preacher2009-09-26T22:42:58Z<p>Aardwolf: </p>
<hr />
<div>{{User-made Ships|''VF '''Preacher'''''}}<br />
<br />
<br />
{{shipimage|image=[[Image:preacher.jpg]]|caption=Visnnan Preacher}}<br />
<br />
==Description:==<br />
<br />
===Blue Planet Tech Room Description===<br />
These fighters are heavier and slower than the other fighter class used by the Vishnans. With eight firepoints, they are able to rip through any target with relative ease. They are also a class above GTVA and Shivan fighters in every aspect.<br />
<br />
===Credits List===<br />
*Model by Raven2001<br />
<br />
==Performance:==<br />
===Statistics===<br />
{|<br />
|-<br />
| style="width:200px" | '''[[Technical_Terms_and_Definitions#Type|Type]]'''<br />
| style="width:200px" | Space Superiority<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''<br />
| Vishnan<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]'''<br />
| Excellent<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''<br />
| 60.0 - 80.0 mps<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''<br />
| 140.0 mps<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''<br />
| Light<br />
|-<br />
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]<br />
| 700<br />
|-<br />
| [[Technical_Terms_and_Definitions#Shields|Shields]]<br />
| 740<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''<br />
| 20 m<br />
|}<br />
<br />
===Armaments===<br />
<br />
<br />
*'''[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=4 style="background:#351515;"| '''Blue Planet: AoA'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Guns<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 6<br />
| [[Vishnan Primary]]<br />
|- align="center"<br />
| 2nd<br />
| 4<br />
| [[Vishnan Primary]]<br />
|- align="center"<br />
| colspan=3| Compatible Primaries<br />
|-<br />
| colspan=3| [[Vishnan Primary]], [[Fighter Beam]]<br />
|}<br />
<br />
<br />
*'''[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#351515;"| '''Blue Planet: AoA'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Capacity<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 60<br />
| [[Vishnan Missile]]<br />
|- align="center"<br />
| colspan=3| Compatible Secondaries<br />
|-<br />
| colspan=3| [[Vishnan Missile]]<br />
|}<br />
<br />
===Veteran Comments===<br />
{{comment|Believe this was originally an Ancient fighter. Like many it received a re-skin for Blue Planet. Unknown where to get the model with its original Ancient-style textures (assuming that these are not it).<br />
<br />
The Preacher was included as a bonus craft in the INFR1 Patch, with only basic maps and no table data and only minimal POF data. Darius revised it and added some new maps as well.}}<br />
<br />
==Download link:==<br />
*Blue Planet: Age of Aquarius: http://www.freespacemods.net/download.php?view.42</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=Vishnan_Preacher&diff=25618Vishnan Preacher2009-09-26T22:42:14Z<p>Aardwolf: moved VF Preacher to Vishnan Preacher:&#32;All of the others are named Vishnan _____, and the actual ship in-game is called Vishnan Preacher, not VF Preacher.</p>
<hr />
<div>{{User-made Ships|''VF '''Preacher'''''}}<br />
<br />
<br />
{{shipimage|image=[[Image:preacher.jpg]]|caption=VF Preacher}}<br />
<br />
==Description:==<br />
<br />
===Blue Planet Tech Room Description===<br />
These fighters are heavier and slower than the other fighter class used by the Vishnans. With eight firepoints, they are able to rip through any target with relative ease. They are also a class above GTVA and Shivan fighters in every aspect.<br />
<br />
===Credits List===<br />
*Model by Raven2001<br />
<br />
==Performance:==<br />
===Statistics===<br />
{|<br />
|-<br />
| style="width:200px" | '''[[Technical_Terms_and_Definitions#Type|Type]]'''<br />
| style="width:200px" | Space Superiority<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''<br />
| Vishnan<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]'''<br />
| Excellent<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''<br />
| 60.0 - 80.0 mps<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''<br />
| 140.0 mps<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''<br />
| Light<br />
|-<br />
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]<br />
| 700<br />
|-<br />
| [[Technical_Terms_and_Definitions#Shields|Shields]]<br />
| 740<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''<br />
| 20 m<br />
|}<br />
<br />
===Armaments===<br />
<br />
<br />
*'''[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=4 style="background:#351515;"| '''Blue Planet: AoA'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Guns<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 6<br />
| [[Vishnan Primary]]<br />
|- align="center"<br />
| 2nd<br />
| 4<br />
| [[Vishnan Primary]]<br />
|- align="center"<br />
| colspan=3| Compatible Primaries<br />
|-<br />
| colspan=3| [[Vishnan Primary]], [[Fighter Beam]]<br />
|}<br />
<br />
<br />
*'''[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#351515;"| '''Blue Planet: AoA'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Capacity<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 60<br />
| [[Vishnan Missile]]<br />
|- align="center"<br />
| colspan=3| Compatible Secondaries<br />
|-<br />
| colspan=3| [[Vishnan Missile]]<br />
|}<br />
<br />
===Veteran Comments===<br />
{{comment|Believe this was originally an Ancient fighter. Like many it received a re-skin for Blue Planet. Unknown where to get the model with its original Ancient-style textures (assuming that these are not it).<br />
<br />
The Preacher was included as a bonus craft in the INFR1 Patch, with only basic maps and no table data and only minimal POF data. Darius revised it and added some new maps as well.}}<br />
<br />
==Download link:==<br />
*Blue Planet: Age of Aquarius: http://www.freespacemods.net/download.php?view.42</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=VF_Preacher&diff=25619VF Preacher2009-09-26T22:42:14Z<p>Aardwolf: moved VF Preacher to Vishnan Preacher:&#32;All of the others are named Vishnan _____, and the actual ship in-game is called Vishnan Preacher, not VF Preacher.</p>
<hr />
<div>#REDIRECT [[Vishnan Preacher]]</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=SD_Iblis&diff=25616SD Iblis2009-09-26T22:32:14Z<p>Aardwolf: fixing wrong name origin/usage line</p>
<hr />
<div>{{Inferno_Ships}}<br />
<br />
<br />
{{shipimage|image=[[Image:sdiblis.jpg]]|caption=SD Iblis}}<br />
<br />
The ''Iblis'' is a Shivan destroyer class originally in Inferno R1. 'Iblis' was also the name of a [[FreeSpace 2 Shivan Ship_Database#SC Iblis | Shivan cruiser]] in FreeSpace 2 mission [[The Great Hunt (FS2) | The Great Hunt]]<br />
<br />
==Description:==<br />
<br />
===Inferno R1 Description===<br />
With an advanced forward weapons matrix comprised of one huge and four heavy beam cannons, the Iblis is not to be underestimated. The Iblis is equipped with an enviable overall armament, but she remains almost exclusively an anti-warship platform. It has little turret coverage on its rear, which is the best vector from which to attack with bombs and beam volleys. The Iblis has superior capabilities to all our destroyers except the Asarte.<br />
<br />
===Inferno: Alliance Standalone Description===<br />
<br />
N/A<br />
<br />
===Inferno SCP Description===<br />
<br />
N/A<br />
<br />
===Developer Notes===<br />
None<br />
<br />
===Name Origin===<br />
To be filled in later.<br />
<br />
==Performance:==<br />
===Statistics===<br />
{{Ship Stats|Destroyer|Shivans|N/A|20.0|N/A|N/A|160000|N/A|N/A}}<br />
<br />
===Armaments===<br />
<br />
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#351515;"| '''Inferno R1'''<br />
| colspan=2 style="background:#300505;"| '''INFA SA'''<br />
| colspan=2 style="background:#300505;"| '''INF SCP'''<br />
|- align="center"<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
|- align="center"<br />
| [[Shivan Rapid Laser]]<br />
| 4<br />
|- align="center"<br />
| [[Shivan Ultra Laser]]<br />
| 2<br />
|- align="center"<br />
| [[Shivan Missile]]<br />
| 4<br />
|- align="center"<br />
| [[SAAA]]<br />
| 4<br />
|- align="center"<br />
| [[SRed]]<br />
| 4<br />
|- align="center"<br />
| [[LRed]]<br />
| 4<br />
|- align="center"<br />
| [[MRed]]<br />
| 7<br />
|- align="center"<br />
| [[HRed]]<br />
| 1<br />
|}<br />
<br />
===Veteran Comments===<br />
{{comment|}}<br />
<br />
==Related Links==<br />
*[[Inferno]]<br />
*[[Inferno Release 1]]:<br />
**[http://www.freespacemods.net/download.php?view.95 Download | FreeSpaceMods.net]<br />
**[http://inferno.hard-light.net/R1.htm Download | Hard-Light Productions.net]<br />
<br />
[[Category: User-made Ships]]</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=GTF_Myrmidon&diff=25147GTF Myrmidon2009-09-04T02:10:49Z<p>Aardwolf: changed phrasing of first sentence</p>
<hr />
<div>{{FS12_Ships}}{{shipimage|image=[[Image:Myrmidon320x240.jpg]]|caption=The GTF Myrmidon}}The '''GTF ''Myrmidon''''' is officially the successor to the [[GTF Ulysses|GTF ''Ulysses'']] light fighter despite the fact that the ''Myrmidon'' is a middleweight space superiority fighter. This class of fighter was a preferred choice for pilots of all skill due to its balanced attributes.<br />
<br />
The [[53rd Hammerheads]] used primarily the GTF ''Myrmidon'' for its missions.<br />
<br />
[[Galactic Terran Intelligence]] has deployed an [[GTD Orion|Orion]] destroyer named GTD ''Myrmidon''.<br />
<br />
==Description:==<br />
<br />
===FS2 Tech Room Description===<br />
RNI Systems' GTF Myrmidon replaces the Ulysses as the Alliance's primary space superiority fighter. The Myrmidon has received high marks for speed, maneuverability, armor, and loadout. An ultra-efficient hull configuration provides space for three secondary weapon systems, a first for Terran-Vasudan fighters. This versatility enables Myrmidon squadrons to fulfill a range of combat roles, from light assault to heavy reconnaissance. In the Deneb system, the 53rd Hammerheads of the GTD Aquitaine have demonstrated the effectiveness of the Myrmidon against NTF forces.<br />
<br />
===FS2 [[MetaStream]] Model Description===<br />
Nankam Aeronautical’s GTF Myrmidon replaces the Ulysses as the Alliance’s primary space superiority fighter. A joint Terran-Vasudan endeavor, the Mymidon has received high marks for speed, maneuverability, armor, and loadout. An ultra-efficient hull configuration provides for the mounting of three secondary fire control systems, a first for Terran-Vasudan fighters. This versatility enables space superiority squadrons to fulfill a range of combat roles, from light assault to heavy reconnaissance. In the Deneb system, the 53rd Hammerheads of the GTD Aquitaine have demonstrated the effectiveness of the Myrmidon against NTF forces. <br />
<br />
===Developer Notes===<br />
None<br />
<br />
<br />
===Name origin===<br />
Originally, Myrmidon was a nation in Greek mythology. The first king of the nation was named Myrmidon, who gave his name to the nation he founded. Myrmidon was yet another son of [[GTB Zeus|Zeus]]. The name is connected to the word ants.<br />
<br />
In Homer's ''Iliad'', Myrmidons were soldiers commanded by Achilles.<br />
<br />
==Performance:==<br />
===Statistics===<br />
{{Ship Stats|Advanced Space Superiority|RNI Systems|Average|75.0 - 95.0|135.0|Average|290|390|16}}<br />
<br />
===Armaments===<br />
<br />
*'''[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#351515;"| '''FreeSpace 2'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Guns<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 2<br />
| [[GTW Prometheus R|Prometheus R]]<br />
|- align="center"<br />
| 2st<br />
| 4<br />
| [[GTW Subach HL-7|Subach HL-7]]<br />
|- align="center"<br />
| colspan=3| Compatible Primaries<br />
|-<br />
| colspan=3| [[GTW Subach HL-7|Subach HL-7]], [[GTW Akheton SDG|Akheton SDG]], [[GTW Prometheus R|Prometheus R]], [[GTW Prometheus S|Prometheus S]], [[GTW Morning Star|Morning Star]], [[GTW UD-8 Kayser|UD-8 Kayser]]<br />
|}<br />
*'''[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#351515;"| '''FreeSpace 2'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Capacity<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 20<br />
| [[GTM MX-64|MX-64]]<br />
|- align="center"<br />
| 2nd<br />
| 20<br />
| [[GTM Tornado|Tornado]]<br />
|- align="center"<br />
| 3rd<br />
| 40<br />
| [[GTM Tempest|Tempest]]<br />
|- align="center"<br />
| colspan=3| Compatible Secondaries<br />
|-<br />
| colspan=3| [[GTM MX-64|MX-64]], [[GTM EMP Adv.|EMP Adv.]], [[GTM Tempest|Tempest]], [[GTM Hornet|Hornet]], [[GTM Tornado|Tornado]], [[GTM Stiletto II|Stiletto II]], [[GTM Trebuchet|Trebuchet]], [[GTM Infyrno|Infyrno]], [[GTM Helios|Helios]]<br />
|}<br />
<br />
==Veteran Comments==<br />
{{Comment|''The Myrmidon is not the uber-fighter tech room makes it out to be. It's actually slower than the [[GTF Ulysses]] on afterburner, and what they don't tell you about those three secondary banks is that the first two are very small. It can't carry the signature dogfighter's missile, the [[GTM Harpoon]], but it can make use of all three of the primary dogfighting cannons: [[GTW Subach HL-7]], [[GTW Prometheus S]], and [[GTW UD-8 Kayser]].''<br />
<br />
''It does, however, have a problem in the primaries department. While the Myrmidon actually has six guns, granting it some serious firepower, their configuration is sub-optimal for dogfighting and hitting with the upper four guns requires some ignoring of the "Aim Here" aid. As an aside/general oddity, the Myrmidon is actually capable of carrying the [[GTM Helios]] bomb. It has enough space for four of them, giving it a considerable threat to poorly defended capital ships.''<br />
<br />
<br />
''This class of fighter is ideal for those who prefer balance between firepower, strength and agility. The secondary weapon capacity equals with the Perseus with some compatibility differences. While the Myrmidon is unable to carry the Harpoon, the player needs to be better with primaries than secondaries. The six primary guns will help players with these preferences. The first and the second bank are ideally armed with [[GTM Tornado]]s and the third with [[GTM Tempest]]s. The second bank is not the best with Tempest because of the location of the firing points. Players might prefer this fighter for tactical runs as it is compatible with the [[GTW Akheton SDG]] anti-subsystem cannon. If you arm it to the first primary bank, you still have the second bank, which has four firing points to arm with the [[GTW Prometheus S]].''<br />
<br />
<br />
''The Myrmidon sounds good on paper, but in the field, the Myrmidon is one of the worst fighters in the game. It may be fast, but its maneuverability is closer to that of a bomber than a fighter, worse by far than the Ulysses or even the Apollo. Its primaries are placed poorly for dogfighting, especially the top four, which are the ones you would normally be relying on in a six-gun ship anyway. The missile bank capacity is average at best, and it does not carry the [[GTM Harpoon]], a fatal mistake for a dogfighter. Its target profile is absolutely enormous from any angle, and its huge engines shout "I'M RIGHT HERE! SHOOT ME!" My best guess for the optimal role of this ship is as a fast-attack fighter. Load it up with [[GTM Tornado]]s, crank the engine power, and unleash flaming death on freighters, transports, gas miners, and other weak ships, and then get away fast before the escorts swarm you.''<br />
<br />
<br />
''The Myrmidon is an excellent fighter, people just think of it as the successor of the [[GTF Ulysses]] which it isn't, really. This fighter is much more in the vein of the [[GTF Apollo]]. Its maneuverability isn't really that bad, and those six primary shots will chew through anything very quickly. These fighters are more adaptable than the [[GTF Perseus]], with three missile slots rather than two this fighter can carry a more varied loadout, and changes to the ETS system of this ship dramatically change its abilities. If you need to defend a corvette, rather than attack a cruiser, then maybe take out some turrets on a [[GTD Hecate|Hecate]], and maybe dogfight a few [[SF Dragon|Dragons]], this ship will serve well, if you were just planning on doing any one of those things, there's probably a better fighter for the job.''<br />
<br />
<br />
''Though the Myrmidon can carry 4 Helios torpedoes, the two are never issued together in any single player missions, making the Myrmidon useless as a strike bomber in the main campaign. But in user-made campaigns or multiplayer missions, the Myrmidon is capable of blowing up any destroyer easily. Other than that, it has 6 guns which would have made it excellently suited to dogfighting, if it had carried the Harpoon. But since it doesn't, other fighters are better suited.''<br />
<br />
<br />
Although it lacks the Harpoon, it more than makes up for this with its lack of other major flaws and its compatibility with A.) the Kayser and B.) the Trebuchet. With a quad-Kayser bank you can pretty much shred things in knife-fight range anyway, so the Harpoon doesn't cause too much of a heartache. Even with Subachs, this thing can hit hard.<br />
<br />
<br />
[[Volition|[V]]] made a number of flubs with the tables for FS2. It's likely that the Myrmidon either WAS intended to be a next-gen strike bomber, or was copied from a table for said bomber, and was incorrectly modifed. This would explain the Helios, and also the sub-par handling, armor, and the lack of dogfighting missiles. (Remember, most of the game's fighters and bombers can carry both Hornets and Tornados).}}<br />
<br />
[[Category:Ship]]</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=Ai_profiles.tbl&diff=25095Ai profiles.tbl2009-08-27T16:09:22Z<p>Aardwolf: /* $Delay Before Allowing Bombs to Be Shot Down: */ grammar/phrasing tweak</p>
<hr />
<div>{{SCP_table}}<br />
<br />
{{TableVersion|5211|5307}}<br />
<br />
Ai_profiles.tbl allows the creation and management of different patterns of AI behavior, called profiles. Profiles consist of various statistics and flags that provide some control over AI behavior. All options within a profile are optional; if an option is not specified it will follow the original FreeSpace 2 retail behavior. Different missions can specify different profiles.<br />
<br />
There is a "hidden" profile called FS2 RETAIL that is hard-coded into FreeSpace Open and cannot be modified. It is always the default profile unless another is specified using $Default Profile.<br />
<br />
<br />
==General Format==<br />
'''#AI Profiles'''<br />
<br />
'''$Default Profile:''' ''a profile name''<br />
<br />
''Up to 9 different AI profiles''<br />
<br />
'''#End'''<br />
<br />
<br />
==#AI Profiles==<br />
*Indicates to the parser that this is an ai_profiles table file.<br />
<br />
<br />
===$Default Profile:===<br />
*Defines the profile that each mission will use if no profile is specified in FRED. In addition, this profile will be selected automatically in FRED when you create a new mission. If this line is not specified, the default profile will be the FreeSpace 2 retail behavior.<br />
<br />
<br />
===$Profile Name:===<br />
*The name of the profile, naturally.<br />
<br />
<br />
----<br />
<br />
<br />
The following entries accept '''float list''' of five comma-separated values. One value for each of the difficulty levels (Very Easy, Easy, Medium, Hard, Insane).<br />
<br />
<br />
===$Player Afterburner Recharge Scale:===<br />
{{Table3610|<br />
*Sets the speed of afterburner recharge<br />
*Syntax: '''Float list'''<br />
**Default: 5, 3, 2, 1.5, 1}}<br />
<br />
<br />
===$Max Beam Friendly Fire Damage:===<br />
{{Table3610|<br />
*Defines the maximum damage inflicted by friendly beam fire<br />
*Syntax: '''Float list'''<br />
**Default: 0, 5, 10, 20, 30}}<br />
<br />
<br />
===$Player Countermeasure Life Scale:===<br />
{{Table3610|<br />
*Sets the factor applied to player launched countermeasure lifetime<br />
*Syntax: '''Float list'''<br />
**Default: 3, 2, 1.5, 1.25, 1}}<br />
<br />
<br />
===$AI Countermeasure Firing Chance:===<br />
{{Table3610|<br />
*Defines the chance a countermeasure will be fired by an AI-controlled ship (this is scaled by ai_class)<br />
*Syntax: '''Float list'''<br />
**Default: 0.2, 0.3, 0.5, 0.9, 1.1}}<br />
<br />
<br />
===$AI In Range Time:===<br />
{{Table3610|<br />
*Defines the seconds added to the time it takes for an enemy to come in range of (i.e. target) a friendly ship<br />
*Syntax: '''Float list'''<br />
**Default: 2, 1.4, 0.75, 0, -1}}<br />
<br />
<br />
===$AI Always Links Ammo Weapons:===<br />
{{Table3610|<br />
*AI ships will link ballistic primaries if ammo levels are greater than these percents.<br />
*Syntax: '''Float list'''<br />
**Default: 95, 80, 60, 40, 20}}<br />
<br />
<br />
===$AI Maybe Links Ammo Weapons:===<br />
{{Table3610|<br />
*Defines the same as '''$AI Always Links Ammo Weapons:''' but in situations when its hull is below 33 % of maximum hitpoints.<br />
*Syntax: '''Float list'''<br />
**Default: 90, 60, 40, 20, 10}}<br />
<br />
<br />
<br />
<br />
===$Primary Ammo Burst Multiplier:===<br />
{{Table3611|<br />
*Allows the AI to fire primary weapons in bursts. How long the bursts are (and how much time between them) is a function of ammo remaining, distance to target, angle to target, and this multiplier. A value of 0 turns this feature off (AI fires normally, without bursts). A value < 1 will make for shorter bursts with larger gaps, and a value > 1 will give longer bursts with shorter gaps.<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
===$AI Always Links Energy Weapons:===<br />
{{Table3610|<br />
*AI ships will link energy primaries if energy levels are greater than these percents.<br />
*Syntax: '''Float list'''<br />
**Default: 100, 80, 60, 40, 20}}<br />
<br />
<br />
===$AI Maybe Links Energy Weapons:===<br />
{{Table3610|<br />
*Defines the same as '''$AI Always Links Energy Weapons:''' but in situations when its hull is below 33 % of maximum hitpoints.<br />
*Syntax: '''Float list'''<br />
**Default: 90, 60, 40, 20, 10}}<br />
<br />
<br />
===$Max Missles Locked on Player:===<br />
{{Table3610|<br />
*Defines the maximum number of missiles allowed to be homing in on a player at any given time<br />
*Note: Single-player only, no restriction in multiplayer<br />
*Syntax: '''Float list'''<br />
**Default: 2, 3, 4, 7, 99}}<br />
<br />
<br />
===$Max Player Attackers:===<br />
{{Table3610|<br />
*Sets the maximum number of ships allowed to be attacking the player at any given time<br />
*Syntax: '''Float list'''<br />
**Default: 2, 3, 4, 5, 99}}<br />
<br />
<br />
===$Max Incoming Asteroids:===<br />
{{Table3610|<br />
*Sets the maximum number of active (i.e. "thrown") asteroids that can be heading toward a friendly ship at any given time<br />
*Syntax: '''Float list'''<br />
**Default: 3, 4, 5, 7, 10}}<br />
<br />
<br />
===$Player Damage Factor:===<br />
{{Table3610|<br />
*Defines the factor applied to damage suffered by the player<br />
*Syntax: '''Float list'''<br />
**Default: 0.25, 0.5, 0.65, 0.85, 1}}<br />
<br />
<br />
===$Player Subsys Damage Factor:===<br />
{{Table3610|<br />
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the '''$Player Damage Factor:'''<br />
*Syntax: '''Float list'''<br />
**Default: 0.2, 0.4, 0.6, 0.8, 1}}<br />
<br />
<br />
===$Predict Position Delay:===<br />
{{Table3610|<br />
*Sets the measure of time (in F1_0 units) after which the AI will recalculate the position of its target<br />
*Syntax: '''Float list'''<br />
**Default: 2, 1.5, 1.333, 0.5, 0}}<br />
<br />
<br />
===$Player Shield Recharge Scale:===<br />
{{Table3610|<br />
*Sets the factor applied to the speed at which the player's shields recharge<br />
*Syntax: '''Float list'''<br />
**Default: 4, 2, 1.5, 1.25, 1}}<br />
<br />
<br />
===$AI Shield Manage Delay:===<br />
{{Table3610|<br />
*Also '''$AI Shield Manage Delays:'''<br />
*Sets the time in seconds between each instance of an AI ship managing its shields<br />
*Syntax: '''Float list'''<br />
**Default: 5, 4, 2.5, 1.2, 0.1}}<br />
<br />
<br />
===$Friendly AI Fire Delay Scale:===<br />
{{Table3610|<br />
*Sets the factor applied to "fire wait" for friendly ships<br />
*Syntax: '''Float list'''<br />
**Default: 2, 1.4, 1.25, 1.1, 1}}<br />
<br />
<br />
===$Hostile AI Fire Delay Scale:===<br />
{{Table3610|<br />
*Sets the factor applied to "fire wait" for hostile ships<br />
*Syntax: '''Float list'''<br />
**Default: 4, 2.5, 1.75, 1.25, 1}}<br />
<br />
<br />
===$Player Subsys Damage Factor:===<br />
{{Table3610|<br />
*Also '''$AI Damage Reduction to Player Subsys:'''<br />
*Syntax: '''Float list'''<br />
**Default: 0.2, 0.4, 0.6, 0.8, 1}}<br />
<br />
<br />
===$AI Turn Time Scale:===<br />
{{Table3610|<br />
*Defines the factor applied to time it takes for enemy ships to turn<br />
*Syntax: '''Float list'''<br />
**Default: 3, 2.2, 1.6, 1.3, 1}}<br />
<br />
<br />
===$Glide Attack Percent:===<br />
{{Table3611|<br />
*How often the AI will use the "glide attack" move when it has the opportunity. Glide attack means using glide to maintain course while aiming and firing at the current target. Only affects ships capable of glide.<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$Circle Strafe Percent:===<br />
{{Table3611|<br />
*How often the AI will use the "circle strafe" move when it has the opportunity. Circle strafe means that the ship will attempt "Descent-like" combat, trying to maintain distance while circling around the target using sidethrusters. Ships will only attempt this when sidethrust top speed is at least 2/3 of target's current velocity.<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
===$Glide Strafe Percent:===<br />
{{Table3611|<br />
*How often the AI will use the "glide strafe" move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$Stalemate Time Threshold:===<br />
{{Table3611|<br />
*The minimum amount of time required for the AI to detect a "stalemate" situation. If a ship and its target have been within a certain distance of each other (defined by ''$Stalemate Distance Threshold'') for this amount of time without either of them scoring a hit on the other, the AI will do something to break the stalemate. Only applies to small ships. If this value is 0 or less, no stalemate detection is performed.<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$Stalemate Distance Threshold:===<br />
{{Table3611|<br />
*The maximum distance that an AI ship must remain from its target for a "stalemate" to occur (see ''$Stalemate Time Threshold''). <br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$Player Weapon Recharge Scale:===<br />
{{Table3610|<br />
*Defines the factor applied to the speed at which the player's weapons recharge<br />
*Syntax: '''Float list'''<br />
**Default: 10, 4, 2.5, 2, 1.5}}<br />
<br />
<br />
===$Max Turret Target Ownage:===<br />
{{Table3610|<br />
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time<br />
*Syntax: '''Float list'''<br />
**Default: 3, 4, 7, 12, 19}}<br />
<br />
<br />
===$Max Turret Player Ownage:===<br />
{{Table3610|<br />
*Sets the maximum number of turrets on a particular ship allowed to be attacking the player at any given time<br />
*Syntax: '''Float list'''<br />
**Default: 3, 4, 7, 12, 19}}<br />
<br />
<br />
===$Percentage Required For Kill Scale:===<br />
{{Table3610|<br />
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded a kill (3.6.10 and on)<br />
*Syntax: '''Float list'''<br />
**Default: 0.30, 0.30, 0.30, 0.30, 0.30}}<br />
<br />
<br />
===$Percentage Required For Assist Scale:===<br />
{{Table3610|<br />
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded an assist (3.6.10 and on)<br />
*Syntax: '''Float list'''<br />
**Default: 0.15, 0.15, 0.15, 0.15, 0.15}}<br />
<br />
<br />
===$Percentage Awarded For Capship Assist:===<br />
{{Table3610|<br />
*In TvT and Coop missions all teammates will be granted this percentage of the capships score when someone scores a kill (3.6.10 and on)<br />
*Syntax: '''Float list'''<br />
**Default: 0.5, 0.5, 0.5, 0.5, 0.5}}<br />
<br />
<br />
===$Repair Penalty:===<br />
{{Table3611|<br />
*The amount to subtract from the player's score if they are repaired by a support ship<br />
*Syntax: '''Integer list'''<br />
**Default: 10, 20, 35, 50, 60}}<br />
<br />
<br />
===$Delay Before Allowing Bombs to Be Shot Down:===<br />
{{Table3611|<br />
*Time after bombs are fired during which the bombs are invulnerable to weapon hits<br />
*Syntax: '''Float list'''<br />
**Default: 1.5, 1.5, 1.5, 1.5, 1.5}}<br />
<br />
----<br />
<br />
<br />
The following entries are boolean flags. They can be set to ''YES'' or ''NO'', ''TRUE'' or ''FALSE'', ''OUI'' or ''NON'', ''HIja&prime;'' or ''ghobe&prime;'', etc. The default is ''NO''.<br />
<br />
===$big ships can attack beam turrets on untargeted ships:===<br />
{{Table3610|<br />
*If set, big ships can attack a beam turret that's firing on them from a ship that they don't currently have targeted.}}<br />
<br />
<br />
===$smart primary weapon selection:===<br />
{{Table3610|<br />
*If set, enables the new primary weapon selection method}}<br />
<br />
<br />
===$smart secondary weapon selection:===<br />
{{Table3610|<br />
*If set, enables the new secondary weapon selection method (including proper use of bomber+ missiles)}}<br />
<br />
<br />
===$smart shield management:===<br />
{{Table3610|<br />
*If set, shields will devote all their charging energy to the weakest quadrant(s) and not waste energy on fully-charged quadrants (previously was -smart_shields on the command line)}}<br />
<br />
<br />
===$smart afterburner management:===<br />
{{Table3610|<br />
*If set, the AI will properly use brief pulses of afterburner power instead of afterburning until fuel is exhausted}}<br />
<br />
<br />
===$allow rapid secondary dumbfire:===<br />
{{Table3610|<br />
*If set, allows an AI ship to switch to rapid fire for dumbfire missiles}}<br />
<br />
<br />
===$huge turret weapons ignore bombs:===<br />
{{Table3610|<br />
*If set, causes huge turret weapons (including anti-capship beams) to not target bombs}}<br />
<br />
<br />
===$don't insert random turret fire delay:===<br />
{{Table3610|<br />
*If set, removes the random turret fire delay (from .1 to .9 seconds) inserted in addition to AI Fire Delay Scale}}<br />
<br />
<br />
===$hack improve non-homing swarm turret fire accuracy:===<br />
{{Table3610|<br />
*If set, triggers a hack to improves the accuracy of non-homing swarm missiles by firing them along the turret's last fire direction rather than the direction it currently faces<br />
*Also disables swarm weapons ability to fire only on the 'turrets barrel line'.}}<br />
<br />
<br />
===$shockwaves damage small ship subsystems:===<br />
{{Table3610|<br />
*If set, shockwaves will cause damage to small ship subsystems (like in FS1)}}<br />
<br />
<br />
===$navigation subsystem governs warpout capability:===<br />
{{Table3610|<br />
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}<br />
<br />
<br />
===$ignore lower bound for minimum speed of docked ship:===<br />
{{Table3610|<br />
*If set, there will be no lower bound for the speed at which docked ships move (like in FS1).<br />
*When a ship is towing another ship or ships, the towing ship will be slowed down to a degree depending on the total mass of all docked ships. In FS1, the ships could slow down to an arbitrarily slow speed, even a fraction of a m/s above zero. In FS2, there is a lower bound on this behavior so that all ships are guaranteed to move at a minimum docked speed. When set, this flag removes the lower bound and restores FS1 behavior.}}<br />
<br />
<br />
===$disable linked fire penalty:===<br />
{{Table3610|<br />
*If set, there will be no penalty for linking primaries. Normally, the rate of fire is divided by the number of linked guns.}}<br />
<br />
<br />
===$disable weapon damage scaling:===<br />
{{Table3610|<br />
*If set, weapons will do the same damage to a ship regardless of "big damage", "supercap", etc. ship types.}}<br />
<br />
<br />
===$use additive weapon velocity:===<br />
{{Table3610|<br />
*If set, weapons will inherit their firing ship's velocity. A ship traveling quickly will fire weapons faster than a ship traveling slowly. This also improves the accuracy of weapons fired while gliding.}}<br />
<br />
<br />
===$use newtonian dampening:===<br />
{{Table3610|<br />
*Newtonian Dampening changes turning and acceleration behavior. By default, there's quite a bit of slide when you turn, and when combined with high damp values (such as in BtRL), you can actually push your speed up beyond the max. Newtonian Dampening is the more realistic turns, where too much turning will lower your speed. Forward momentum is also affected. Backslash can explain it in more detail. [http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741] }}<br />
<br />
<br />
===$include beams for kills and assists:===<br />
{{Table3610|<br />
*If set, beam damage is counted when calculating kills and assists.}}<br />
<br />
<br />
===$score kills based on damage caused:===<br />
{{Table3610|<br />
*If set, kills gain score based on the percentage damage the killer inflicted on the dead ship.}}<br />
<br />
<br />
===$score assists based on damage caused:===<br />
{{Table3610|<br />
*If set, kills gain score based on the percentage damage the player gaining the assist inflicted on the dead ship.}}<br />
<br />
<br />
===$allow event and goal scoring in multiplayer:===<br />
{{Table3610|<br />
*If set, players (rather than just their team) can gain score from events in multiplayer.}}<br />
<br />
<br />
===$fix linked primary weapon decision bug:===<br />
{{Table3610|<br />
*If set, the AI will properly link primaries according to specified percentages of energy levels instead of retail behavior where it mistakenly linked according to absolute energy levels.}}<br />
<br />
<br />
===$prevent turrets targeting too distant bombs:===<br />
{{Table3610|<br />
*If set, prevents turrets from targeting bombs beyond maximum range of the weapons of the turret.}}<br />
<br />
<br />
===$smart subsystem targeting for turrets:===<br />
{{Table3610|<br />
*If set, prevents turrets from trying to target subsystems beyond their fov limits, also keeps the turret subsystem targeting preference order intact regardless of the angle to the target.}}<br />
<br />
<br />
===$fix heat seekers homing on stealth ships bug:===<br />
{{Table3610|<br />
*If set, heat-seeking missiles will not home in on stealth ships (this mirrors the established behavior where heat-seeking missiles do not home in on ships that are hidden from sensors).}}<br />
<br />
<br />
===$multi allow empty primaries:===<br />
{{Table3610|<br />
*If set, allows a player to commit into a multiplayer game without primaries.}}<br />
<br />
<br />
===$multi allow empty secondaries:===<br />
{{Table3610|<br />
*If set, allows a player to commit into a multiplayer game without secondaries.}}<br />
<br />
===$allow turrets target weapons freely:===<br />
{{Table3611|<br />
*If set, allows turrets to target any weapons instead of just targeting bombs, to be used in conjunction with target priorities setup.}}<br />
<br />
===$use only single fov for turrets:===<br />
{{Table3611|<br />
*If set, allows turrets to fire outside some hardcoded FOV limits, and rely only on the user defined FOV.}}<br />
<br />
===$allow vertical dodge:===<br />
{{Table3611|<br />
*If set, allows ships to dodge weapons fire vertically as well as horizontally.}}<br />
<br />
==Sample Entry==<br />
*Retail FS2 behaviour<br />
<br />
<pre><br />
#AI Profiles<br />
<br />
$Default Profile: FS2 RETAIL<br />
<br />
$Profile Name: FS2 RETAIL<br />
<br />
$Player Afterburner Recharge Scale: 5, 3, 2, 1.5, 1<br />
$Max Beam Friendly Fire Damage: 0, 5, 10, 20, 30<br />
$Player Countermeasure Life Scale: 3, 2, 1.5, 1.25, 1<br />
$AI Countermeasure Firing Chance: 0.2, 0.3, 0.5, 0.9, 1.1<br />
$AI In Range Time: 2, 1.4, 0.75, 0, -1<br />
$AI Always Links Ammo Weapons: 95, 80, 60, 40, 20<br />
$AI Maybe Links Ammo Weapons: 90, 60, 40, 20, 10<br />
$AI Always Links Energy Weapons: 100, 80, 60, 40, 20<br />
$AI Maybe Links Energy Weapons: 90, 60, 40, 20, 10<br />
$Max Missles Locked on Player: 2, 3, 4, 7, 99<br />
$Max Player Attackers: 2, 3, 4, 5, 99<br />
$Max Incoming Asteroids: 3, 4, 5, 7, 10<br />
$Player Damage Factor: 0.25, 0.5, 0.65, 0.85, 1<br />
$Player Subsys Damage Factor: 0.2, 0.4, 0.6, 0.8, 1<br />
$Predict Position Delay: 2, 1.5, 1.33, 0.5, 0<br />
$AI Shield Manage Delay: 5, 4, 2.5, 1.2, 0.1<br />
$Friendly AI Fire Delay Scale: 2, 1.4, 1.25, 1.1, 1<br />
$Hostile AI Fire Delay Scale: 4, 2.5, 1.75, 1.25, 1<br />
$AI Turn Time Scale: 3, 2.2, 1.6, 1.3, 1<br />
$Player Shield Recharge Scale: 4, 2, 1.5, 1.25, 1<br />
$Player Weapon Recharge Scale: 10, 4, 2.5, 2, 1.5<br />
$Max Turret Target Ownage: 3, 4, 7, 12, 19<br />
$Max Turret Player Ownage: 3, 4, 7, 12, 19<br />
$Percentage Required For Kill Scale: 0.30, 0.30, 0.30, 0.30, 0.30<br />
$Percentage Required For Assist Scale: 0.15, 0.15, 0.15, 0.15, 0.15<br />
$Percentage Awarded For Capship Assist: 0.5, 0.5, 0.5, 0.5, 0.5<br />
$Repair Penalty: 10, 20, 35, 50, 60<br />
$Delay Before Allowing Bombs to Be Shot Down: 1.5, 1.5, 1.5, 1.5, 1.5<br />
<br />
$big ships can attack beam turrets on untargeted ships: NO<br />
$smart primary weapon selection: NO<br />
$smart secondary weapon selection: NO<br />
$smart shield management: NO<br />
$smart afterburner management: NO<br />
$allow rapid secondary dumbfire: NO<br />
$huge turret weapons ignore bombs: NO<br />
$don't insert random turret fire delay: NO<br />
$hack improve non-homing swarm turret fire accuracy: NO<br />
$shockwaves damage small ship subsystems: NO<br />
$navigation subsystem governs warpout capability: NO<br />
$ignore lower bound for minimum speed of docked ship: NO<br />
$disable linked fire penalty: NO<br />
$disable weapon damage scaling: NO<br />
$use additive weapon velocity: NO<br />
$use newtonian dampening: NO<br />
$include beams for kills and assists: NO<br />
$score kills based on damage caused: NO<br />
$score assists based on damage caused: NO<br />
$allow event and goal scoring in multiplayer: NO<br />
$fix linked primary weapon decision bug: NO<br />
$prevent turrets targeting too distant bombs: NO<br />
$smart subsystem targeting for turrets: NO<br />
$fix heat seekers homing on stealth ships bug: NO<br />
$multi allow empty primaries: NO<br />
$multi allow empty secondaries: NO<br />
$allow turrets target weapons freely: NO<br />
$use only single fov for turrets: NO<br />
$allow vertical dodge: NO<br />
<br />
#End<br />
</pre><br />
<br />
== References ==<br />
# "[http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741 Re: New difficulty? - Feature request!]", ''Hard Light Productions Forums'', Hard Light Productions, 2007-12-15. Retrieved on [[December_27]], [[2007]].<br />
<br />
[[Category:Tables]]</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=Ai_profiles.tbl&diff=25094Ai profiles.tbl2009-08-27T16:04:25Z<p>Aardwolf: /* $Circle Strafe Percent: */ Typo fix (I think), "2/3 OF target's current velocity"</p>
<hr />
<div>{{SCP_table}}<br />
<br />
{{TableVersion|5211|5307}}<br />
<br />
Ai_profiles.tbl allows the creation and management of different patterns of AI behavior, called profiles. Profiles consist of various statistics and flags that provide some control over AI behavior. All options within a profile are optional; if an option is not specified it will follow the original FreeSpace 2 retail behavior. Different missions can specify different profiles.<br />
<br />
There is a "hidden" profile called FS2 RETAIL that is hard-coded into FreeSpace Open and cannot be modified. It is always the default profile unless another is specified using $Default Profile.<br />
<br />
<br />
==General Format==<br />
'''#AI Profiles'''<br />
<br />
'''$Default Profile:''' ''a profile name''<br />
<br />
''Up to 9 different AI profiles''<br />
<br />
'''#End'''<br />
<br />
<br />
==#AI Profiles==<br />
*Indicates to the parser that this is an ai_profiles table file.<br />
<br />
<br />
===$Default Profile:===<br />
*Defines the profile that each mission will use if no profile is specified in FRED. In addition, this profile will be selected automatically in FRED when you create a new mission. If this line is not specified, the default profile will be the FreeSpace 2 retail behavior.<br />
<br />
<br />
===$Profile Name:===<br />
*The name of the profile, naturally.<br />
<br />
<br />
----<br />
<br />
<br />
The following entries accept '''float list''' of five comma-separated values. One value for each of the difficulty levels (Very Easy, Easy, Medium, Hard, Insane).<br />
<br />
<br />
===$Player Afterburner Recharge Scale:===<br />
{{Table3610|<br />
*Sets the speed of afterburner recharge<br />
*Syntax: '''Float list'''<br />
**Default: 5, 3, 2, 1.5, 1}}<br />
<br />
<br />
===$Max Beam Friendly Fire Damage:===<br />
{{Table3610|<br />
*Defines the maximum damage inflicted by friendly beam fire<br />
*Syntax: '''Float list'''<br />
**Default: 0, 5, 10, 20, 30}}<br />
<br />
<br />
===$Player Countermeasure Life Scale:===<br />
{{Table3610|<br />
*Sets the factor applied to player launched countermeasure lifetime<br />
*Syntax: '''Float list'''<br />
**Default: 3, 2, 1.5, 1.25, 1}}<br />
<br />
<br />
===$AI Countermeasure Firing Chance:===<br />
{{Table3610|<br />
*Defines the chance a countermeasure will be fired by an AI-controlled ship (this is scaled by ai_class)<br />
*Syntax: '''Float list'''<br />
**Default: 0.2, 0.3, 0.5, 0.9, 1.1}}<br />
<br />
<br />
===$AI In Range Time:===<br />
{{Table3610|<br />
*Defines the seconds added to the time it takes for an enemy to come in range of (i.e. target) a friendly ship<br />
*Syntax: '''Float list'''<br />
**Default: 2, 1.4, 0.75, 0, -1}}<br />
<br />
<br />
===$AI Always Links Ammo Weapons:===<br />
{{Table3610|<br />
*AI ships will link ballistic primaries if ammo levels are greater than these percents.<br />
*Syntax: '''Float list'''<br />
**Default: 95, 80, 60, 40, 20}}<br />
<br />
<br />
===$AI Maybe Links Ammo Weapons:===<br />
{{Table3610|<br />
*Defines the same as '''$AI Always Links Ammo Weapons:''' but in situations when its hull is below 33 % of maximum hitpoints.<br />
*Syntax: '''Float list'''<br />
**Default: 90, 60, 40, 20, 10}}<br />
<br />
<br />
<br />
<br />
===$Primary Ammo Burst Multiplier:===<br />
{{Table3611|<br />
*Allows the AI to fire primary weapons in bursts. How long the bursts are (and how much time between them) is a function of ammo remaining, distance to target, angle to target, and this multiplier. A value of 0 turns this feature off (AI fires normally, without bursts). A value < 1 will make for shorter bursts with larger gaps, and a value > 1 will give longer bursts with shorter gaps.<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
===$AI Always Links Energy Weapons:===<br />
{{Table3610|<br />
*AI ships will link energy primaries if energy levels are greater than these percents.<br />
*Syntax: '''Float list'''<br />
**Default: 100, 80, 60, 40, 20}}<br />
<br />
<br />
===$AI Maybe Links Energy Weapons:===<br />
{{Table3610|<br />
*Defines the same as '''$AI Always Links Energy Weapons:''' but in situations when its hull is below 33 % of maximum hitpoints.<br />
*Syntax: '''Float list'''<br />
**Default: 90, 60, 40, 20, 10}}<br />
<br />
<br />
===$Max Missles Locked on Player:===<br />
{{Table3610|<br />
*Defines the maximum number of missiles allowed to be homing in on a player at any given time<br />
*Note: Single-player only, no restriction in multiplayer<br />
*Syntax: '''Float list'''<br />
**Default: 2, 3, 4, 7, 99}}<br />
<br />
<br />
===$Max Player Attackers:===<br />
{{Table3610|<br />
*Sets the maximum number of ships allowed to be attacking the player at any given time<br />
*Syntax: '''Float list'''<br />
**Default: 2, 3, 4, 5, 99}}<br />
<br />
<br />
===$Max Incoming Asteroids:===<br />
{{Table3610|<br />
*Sets the maximum number of active (i.e. "thrown") asteroids that can be heading toward a friendly ship at any given time<br />
*Syntax: '''Float list'''<br />
**Default: 3, 4, 5, 7, 10}}<br />
<br />
<br />
===$Player Damage Factor:===<br />
{{Table3610|<br />
*Defines the factor applied to damage suffered by the player<br />
*Syntax: '''Float list'''<br />
**Default: 0.25, 0.5, 0.65, 0.85, 1}}<br />
<br />
<br />
===$Player Subsys Damage Factor:===<br />
{{Table3610|<br />
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the '''$Player Damage Factor:'''<br />
*Syntax: '''Float list'''<br />
**Default: 0.2, 0.4, 0.6, 0.8, 1}}<br />
<br />
<br />
===$Predict Position Delay:===<br />
{{Table3610|<br />
*Sets the measure of time (in F1_0 units) after which the AI will recalculate the position of its target<br />
*Syntax: '''Float list'''<br />
**Default: 2, 1.5, 1.333, 0.5, 0}}<br />
<br />
<br />
===$Player Shield Recharge Scale:===<br />
{{Table3610|<br />
*Sets the factor applied to the speed at which the player's shields recharge<br />
*Syntax: '''Float list'''<br />
**Default: 4, 2, 1.5, 1.25, 1}}<br />
<br />
<br />
===$AI Shield Manage Delay:===<br />
{{Table3610|<br />
*Also '''$AI Shield Manage Delays:'''<br />
*Sets the time in seconds between each instance of an AI ship managing its shields<br />
*Syntax: '''Float list'''<br />
**Default: 5, 4, 2.5, 1.2, 0.1}}<br />
<br />
<br />
===$Friendly AI Fire Delay Scale:===<br />
{{Table3610|<br />
*Sets the factor applied to "fire wait" for friendly ships<br />
*Syntax: '''Float list'''<br />
**Default: 2, 1.4, 1.25, 1.1, 1}}<br />
<br />
<br />
===$Hostile AI Fire Delay Scale:===<br />
{{Table3610|<br />
*Sets the factor applied to "fire wait" for hostile ships<br />
*Syntax: '''Float list'''<br />
**Default: 4, 2.5, 1.75, 1.25, 1}}<br />
<br />
<br />
===$Player Subsys Damage Factor:===<br />
{{Table3610|<br />
*Also '''$AI Damage Reduction to Player Subsys:'''<br />
*Syntax: '''Float list'''<br />
**Default: 0.2, 0.4, 0.6, 0.8, 1}}<br />
<br />
<br />
===$AI Turn Time Scale:===<br />
{{Table3610|<br />
*Defines the factor applied to time it takes for enemy ships to turn<br />
*Syntax: '''Float list'''<br />
**Default: 3, 2.2, 1.6, 1.3, 1}}<br />
<br />
<br />
===$Glide Attack Percent:===<br />
{{Table3611|<br />
*How often the AI will use the "glide attack" move when it has the opportunity. Glide attack means using glide to maintain course while aiming and firing at the current target. Only affects ships capable of glide.<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$Circle Strafe Percent:===<br />
{{Table3611|<br />
*How often the AI will use the "circle strafe" move when it has the opportunity. Circle strafe means that the ship will attempt "Descent-like" combat, trying to maintain distance while circling around the target using sidethrusters. Ships will only attempt this when sidethrust top speed is at least 2/3 of target's current velocity.<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
===$Glide Strafe Percent:===<br />
{{Table3611|<br />
*How often the AI will use the "glide strafe" move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$Stalemate Time Threshold:===<br />
{{Table3611|<br />
*The minimum amount of time required for the AI to detect a "stalemate" situation. If a ship and its target have been within a certain distance of each other (defined by ''$Stalemate Distance Threshold'') for this amount of time without either of them scoring a hit on the other, the AI will do something to break the stalemate. Only applies to small ships. If this value is 0 or less, no stalemate detection is performed.<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$Stalemate Distance Threshold:===<br />
{{Table3611|<br />
*The maximum distance that an AI ship must remain from its target for a "stalemate" to occur (see ''$Stalemate Time Threshold''). <br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$Player Weapon Recharge Scale:===<br />
{{Table3610|<br />
*Defines the factor applied to the speed at which the player's weapons recharge<br />
*Syntax: '''Float list'''<br />
**Default: 10, 4, 2.5, 2, 1.5}}<br />
<br />
<br />
===$Max Turret Target Ownage:===<br />
{{Table3610|<br />
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time<br />
*Syntax: '''Float list'''<br />
**Default: 3, 4, 7, 12, 19}}<br />
<br />
<br />
===$Max Turret Player Ownage:===<br />
{{Table3610|<br />
*Sets the maximum number of turrets on a particular ship allowed to be attacking the player at any given time<br />
*Syntax: '''Float list'''<br />
**Default: 3, 4, 7, 12, 19}}<br />
<br />
<br />
===$Percentage Required For Kill Scale:===<br />
{{Table3610|<br />
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded a kill (3.6.10 and on)<br />
*Syntax: '''Float list'''<br />
**Default: 0.30, 0.30, 0.30, 0.30, 0.30}}<br />
<br />
<br />
===$Percentage Required For Assist Scale:===<br />
{{Table3610|<br />
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded an assist (3.6.10 and on)<br />
*Syntax: '''Float list'''<br />
**Default: 0.15, 0.15, 0.15, 0.15, 0.15}}<br />
<br />
<br />
===$Percentage Awarded For Capship Assist:===<br />
{{Table3610|<br />
*In TvT and Coop missions all teammates will be granted this percentage of the capships score when someone scores a kill (3.6.10 and on)<br />
*Syntax: '''Float list'''<br />
**Default: 0.5, 0.5, 0.5, 0.5, 0.5}}<br />
<br />
<br />
===$Repair Penalty:===<br />
{{Table3611|<br />
*The amount to subtract from the player's score if they are repaired by a support ship<br />
*Syntax: '''Integer list'''<br />
**Default: 10, 20, 35, 50, 60}}<br />
<br />
<br />
===$Delay Before Allowing Bombs to Be Shot Down:===<br />
{{Table3611|<br />
*Time after the during which period bombs are invulnerable to weapon hits<br />
*Syntax: '''Float list'''<br />
**Default: 1.5, 1.5, 1.5, 1.5, 1.5}}<br />
<br />
----<br />
<br />
<br />
The following entries are boolean flags. They can be set to ''YES'' or ''NO'', ''TRUE'' or ''FALSE'', ''OUI'' or ''NON'', ''HIja&prime;'' or ''ghobe&prime;'', etc. The default is ''NO''.<br />
<br />
<br />
===$big ships can attack beam turrets on untargeted ships:===<br />
{{Table3610|<br />
*If set, big ships can attack a beam turret that's firing on them from a ship that they don't currently have targeted.}}<br />
<br />
<br />
===$smart primary weapon selection:===<br />
{{Table3610|<br />
*If set, enables the new primary weapon selection method}}<br />
<br />
<br />
===$smart secondary weapon selection:===<br />
{{Table3610|<br />
*If set, enables the new secondary weapon selection method (including proper use of bomber+ missiles)}}<br />
<br />
<br />
===$smart shield management:===<br />
{{Table3610|<br />
*If set, shields will devote all their charging energy to the weakest quadrant(s) and not waste energy on fully-charged quadrants (previously was -smart_shields on the command line)}}<br />
<br />
<br />
===$smart afterburner management:===<br />
{{Table3610|<br />
*If set, the AI will properly use brief pulses of afterburner power instead of afterburning until fuel is exhausted}}<br />
<br />
<br />
===$allow rapid secondary dumbfire:===<br />
{{Table3610|<br />
*If set, allows an AI ship to switch to rapid fire for dumbfire missiles}}<br />
<br />
<br />
===$huge turret weapons ignore bombs:===<br />
{{Table3610|<br />
*If set, causes huge turret weapons (including anti-capship beams) to not target bombs}}<br />
<br />
<br />
===$don't insert random turret fire delay:===<br />
{{Table3610|<br />
*If set, removes the random turret fire delay (from .1 to .9 seconds) inserted in addition to AI Fire Delay Scale}}<br />
<br />
<br />
===$hack improve non-homing swarm turret fire accuracy:===<br />
{{Table3610|<br />
*If set, triggers a hack to improves the accuracy of non-homing swarm missiles by firing them along the turret's last fire direction rather than the direction it currently faces<br />
*Also disables swarm weapons ability to fire only on the 'turrets barrel line'.}}<br />
<br />
<br />
===$shockwaves damage small ship subsystems:===<br />
{{Table3610|<br />
*If set, shockwaves will cause damage to small ship subsystems (like in FS1)}}<br />
<br />
<br />
===$navigation subsystem governs warpout capability:===<br />
{{Table3610|<br />
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}<br />
<br />
<br />
===$ignore lower bound for minimum speed of docked ship:===<br />
{{Table3610|<br />
*If set, there will be no lower bound for the speed at which docked ships move (like in FS1).<br />
*When a ship is towing another ship or ships, the towing ship will be slowed down to a degree depending on the total mass of all docked ships. In FS1, the ships could slow down to an arbitrarily slow speed, even a fraction of a m/s above zero. In FS2, there is a lower bound on this behavior so that all ships are guaranteed to move at a minimum docked speed. When set, this flag removes the lower bound and restores FS1 behavior.}}<br />
<br />
<br />
===$disable linked fire penalty:===<br />
{{Table3610|<br />
*If set, there will be no penalty for linking primaries. Normally, the rate of fire is divided by the number of linked guns.}}<br />
<br />
<br />
===$disable weapon damage scaling:===<br />
{{Table3610|<br />
*If set, weapons will do the same damage to a ship regardless of "big damage", "supercap", etc. ship types.}}<br />
<br />
<br />
===$use additive weapon velocity:===<br />
{{Table3610|<br />
*If set, weapons will inherit their firing ship's velocity. A ship traveling quickly will fire weapons faster than a ship traveling slowly. This also improves the accuracy of weapons fired while gliding.}}<br />
<br />
<br />
===$use newtonian dampening:===<br />
{{Table3610|<br />
*Newtonian Dampening changes turning and acceleration behavior. By default, there's quite a bit of slide when you turn, and when combined with high damp values (such as in BtRL), you can actually push your speed up beyond the max. Newtonian Dampening is the more realistic turns, where too much turning will lower your speed. Forward momentum is also affected. Backslash can explain it in more detail. [http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741] }}<br />
<br />
<br />
===$include beams for kills and assists:===<br />
{{Table3610|<br />
*If set, beam damage is counted when calculating kills and assists.}}<br />
<br />
<br />
===$score kills based on damage caused:===<br />
{{Table3610|<br />
*If set, kills gain score based on the percentage damage the killer inflicted on the dead ship.}}<br />
<br />
<br />
===$score assists based on damage caused:===<br />
{{Table3610|<br />
*If set, kills gain score based on the percentage damage the player gaining the assist inflicted on the dead ship.}}<br />
<br />
<br />
===$allow event and goal scoring in multiplayer:===<br />
{{Table3610|<br />
*If set, players (rather than just their team) can gain score from events in multiplayer.}}<br />
<br />
<br />
===$fix linked primary weapon decision bug:===<br />
{{Table3610|<br />
*If set, the AI will properly link primaries according to specified percentages of energy levels instead of retail behavior where it mistakenly linked according to absolute energy levels.}}<br />
<br />
<br />
===$prevent turrets targeting too distant bombs:===<br />
{{Table3610|<br />
*If set, prevents turrets from targeting bombs beyond maximum range of the weapons of the turret.}}<br />
<br />
<br />
===$smart subsystem targeting for turrets:===<br />
{{Table3610|<br />
*If set, prevents turrets from trying to target subsystems beyond their fov limits, also keeps the turret subsystem targeting preference order intact regardless of the angle to the target.}}<br />
<br />
<br />
===$fix heat seekers homing on stealth ships bug:===<br />
{{Table3610|<br />
*If set, heat-seeking missiles will not home in on stealth ships (this mirrors the established behavior where heat-seeking missiles do not home in on ships that are hidden from sensors).}}<br />
<br />
<br />
===$multi allow empty primaries:===<br />
{{Table3610|<br />
*If set, allows a player to commit into a multiplayer game without primaries.}}<br />
<br />
<br />
===$multi allow empty secondaries:===<br />
{{Table3610|<br />
*If set, allows a player to commit into a multiplayer game without secondaries.}}<br />
<br />
===$allow turrets target weapons freely:===<br />
{{Table3611|<br />
*If set, allows turrets to target any weapons instead of just targeting bombs, to be used in conjunction with target priorities setup.}}<br />
<br />
===$use only single fov for turrets:===<br />
{{Table3611|<br />
*If set, allows turrets to fire outside some hardcoded FOV limits, and rely only on the user defined FOV.}}<br />
<br />
===$allow vertical dodge:===<br />
{{Table3611|<br />
*If set, allows ships to dodge weapons fire vertically as well as horizontally.}}<br />
<br />
==Sample Entry==<br />
*Retail FS2 behaviour<br />
<br />
<pre><br />
#AI Profiles<br />
<br />
$Default Profile: FS2 RETAIL<br />
<br />
$Profile Name: FS2 RETAIL<br />
<br />
$Player Afterburner Recharge Scale: 5, 3, 2, 1.5, 1<br />
$Max Beam Friendly Fire Damage: 0, 5, 10, 20, 30<br />
$Player Countermeasure Life Scale: 3, 2, 1.5, 1.25, 1<br />
$AI Countermeasure Firing Chance: 0.2, 0.3, 0.5, 0.9, 1.1<br />
$AI In Range Time: 2, 1.4, 0.75, 0, -1<br />
$AI Always Links Ammo Weapons: 95, 80, 60, 40, 20<br />
$AI Maybe Links Ammo Weapons: 90, 60, 40, 20, 10<br />
$AI Always Links Energy Weapons: 100, 80, 60, 40, 20<br />
$AI Maybe Links Energy Weapons: 90, 60, 40, 20, 10<br />
$Max Missles Locked on Player: 2, 3, 4, 7, 99<br />
$Max Player Attackers: 2, 3, 4, 5, 99<br />
$Max Incoming Asteroids: 3, 4, 5, 7, 10<br />
$Player Damage Factor: 0.25, 0.5, 0.65, 0.85, 1<br />
$Player Subsys Damage Factor: 0.2, 0.4, 0.6, 0.8, 1<br />
$Predict Position Delay: 2, 1.5, 1.33, 0.5, 0<br />
$AI Shield Manage Delay: 5, 4, 2.5, 1.2, 0.1<br />
$Friendly AI Fire Delay Scale: 2, 1.4, 1.25, 1.1, 1<br />
$Hostile AI Fire Delay Scale: 4, 2.5, 1.75, 1.25, 1<br />
$AI Turn Time Scale: 3, 2.2, 1.6, 1.3, 1<br />
$Player Shield Recharge Scale: 4, 2, 1.5, 1.25, 1<br />
$Player Weapon Recharge Scale: 10, 4, 2.5, 2, 1.5<br />
$Max Turret Target Ownage: 3, 4, 7, 12, 19<br />
$Max Turret Player Ownage: 3, 4, 7, 12, 19<br />
$Percentage Required For Kill Scale: 0.30, 0.30, 0.30, 0.30, 0.30<br />
$Percentage Required For Assist Scale: 0.15, 0.15, 0.15, 0.15, 0.15<br />
$Percentage Awarded For Capship Assist: 0.5, 0.5, 0.5, 0.5, 0.5<br />
$Repair Penalty: 10, 20, 35, 50, 60<br />
$Delay Before Allowing Bombs to Be Shot Down: 1.5, 1.5, 1.5, 1.5, 1.5<br />
<br />
$big ships can attack beam turrets on untargeted ships: NO<br />
$smart primary weapon selection: NO<br />
$smart secondary weapon selection: NO<br />
$smart shield management: NO<br />
$smart afterburner management: NO<br />
$allow rapid secondary dumbfire: NO<br />
$huge turret weapons ignore bombs: NO<br />
$don't insert random turret fire delay: NO<br />
$hack improve non-homing swarm turret fire accuracy: NO<br />
$shockwaves damage small ship subsystems: NO<br />
$navigation subsystem governs warpout capability: NO<br />
$ignore lower bound for minimum speed of docked ship: NO<br />
$disable linked fire penalty: NO<br />
$disable weapon damage scaling: NO<br />
$use additive weapon velocity: NO<br />
$use newtonian dampening: NO<br />
$include beams for kills and assists: NO<br />
$score kills based on damage caused: NO<br />
$score assists based on damage caused: NO<br />
$allow event and goal scoring in multiplayer: NO<br />
$fix linked primary weapon decision bug: NO<br />
$prevent turrets targeting too distant bombs: NO<br />
$smart subsystem targeting for turrets: NO<br />
$fix heat seekers homing on stealth ships bug: NO<br />
$multi allow empty primaries: NO<br />
$multi allow empty secondaries: NO<br />
$allow turrets target weapons freely: NO<br />
$use only single fov for turrets: NO<br />
$allow vertical dodge: NO<br />
<br />
#End<br />
</pre><br />
<br />
== References ==<br />
# "[http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741 Re: New difficulty? - Feature request!]", ''Hard Light Productions Forums'', Hard Light Productions, 2007-12-15. Retrieved on [[December_27]], [[2007]].<br />
<br />
[[Category:Tables]]</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=User-made_Ships&diff=24713User-made Ships2009-08-09T18:39:38Z<p>Aardwolf: SF Succubus (Venom) > INF ... stupid inf</p>
<hr />
<div>__NOTOC__<br />
<br />
For an older and less complete list of user-made ships, see the [http://www.3dactionplanet.com/hlp/hosted/fsurp/database/fsships.html FreeSpace Master Ship Database].<br />
<br />
==Downloadable mods==<br />
==Fighter Craft==<br />
__NOTOC__<br />
{| border=1 cellpadding=0 style="background:#351515;"<br />
|- align="center"<br />
| style="width:160px" |'''Terran'''<br />
| style="width:160px" |'''Terran'''<br />
| style="width:160px" |'''Vasudan'''<br />
| style="width:160px" |'''Shivan'''<br />
| style="width:160px" |'''Other'''<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[EAF Acheron]]<br />
| style="width:160px" | [[GTF Maverick]]<br />
| style="width:160px" | [[GVDr Scarab]]<br />
| style="width:160px" | [[SF Chimera]]<br />
| style="width:160px" | [[AF Charlatan]]<br />
|- align="left"<br />
| style="width:160px" | [[EAF Claymore Mk1]]<br />
| style="width:160px" | [[GTF Perseus Adv]]<br />
| style="width:160px" | [[GVAf Apis]]<br />
| style="width:160px" | [[SF Gorgon]]<br />
| style="width:160px" | [[AF Kato]]<br />
|- align="left"<br />
| style="width:160px" | [[EAF Claymore Mk2]]<br />
| style="width:160px" | [[GTF Phoenix (Nuke)|GTF Phoenix (Nuke)]]<br />
| style="width:160px" | [[GVF Anouke]]<br />
| style="width:160px" | [[SF Harpy]]<br />
| style="width:160px" | [[NF Banshee]]<br />
|- align="left"<br />
| style="width:160px" | [[EAF Claymore Mk3]]<br />
| style="width:160px" | [[GTF Phoenix|GTF Phoenix (Trashman)]]<br />
| style="width:160px" | [[GVF Apis]]<br />
| style="width:160px" | [[SF Hydra]]<br />
| style="width:160px" | [[NF Larvae]]<br />
|- align="left"<br />
| style="width:160px" | [[EAF Lethe]]<br />
| style="width:160px" | [[GTF Raziel]]<br />
| style="width:160px" | [[GVF Ennead]]<br />
| style="width:160px" | [[SF Naga]]<br />
| style="width:160px" | [[NF Unknown]]<br />
|- align="left"<br />
| style="width:160px" | [[EAF Nyx]]<br />
| style="width:160px" | [[GTF Selkie]]<br />
| style="width:160px" | [[GVF Heptu]]<br />
| style="width:160px" | [[SF Scorpion II]]<br />
| style="width:160px" | [[RLF Panther]]<br />
|- align="left"<br />
| style="width:160px" | [[EAF Stentor]]<br />
| style="width:160px" | [[GTF Vampire]]<br />
| style="width:160px" | [[GVF Heket]]<br />
| style="width:160px" | [[SF Serpent]]<br />
| style="width:160px" | [[RLF Tigris]]<br />
|- align="left"<br />
| style="width:160px" | [[EAF Styx]]<br />
| style="width:160px" | [[GTF Vesuvius]]<br />
| style="width:160px" | [[GVF Heset]]<br />
| style="width:160px" | [[Space Spider]]<br />
| style="width:160px" | [[VF Preacher]]<br />
|- align="left"<br />
| style="width:160px" | [[CCF Minsk]]<br />
| style="width:160px" | [[ITF Anan]]<br />
| style="width:160px" | [[GVF Khepri]]<br />
| style="width:160px" | [[SF Succubus (Nuke)|SF Succubus (Nuke)]]<br />
| style="width:160px" | <br />
|- align="left"<br />
| style="width:160px" | [[CCF Volkov]]<br />
| style="width:160px" | [[ITF Benkei]]<br />
| style="width:160px" | [[GVF Mihos]]<br />
| style="width:160px" | [[SF Succubus|SF Succubus (INF)]]<br />
| style="width:160px" | <br />
|- align="left"<br />
| style="width:160px" | [[FTF Jackal]]<br />
| style="width:160px" | [[ITF Oni]]<br />
| style="width:160px" | [[GVF Reshef]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|- align="left"<br />
| style="width:160px" | [[FTF Lancer]]<br />
| style="width:160px" | [[IH2 Sunrider]]<br />
| style="width:160px" | [[GVF Saqqara]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|- align="left"<br />
| style="width:160px" | [[FTF Mig]]<br />
| style="width:160px" | [[PF Chimera]]<br />
| style="width:160px" | [[GVF Scarab]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|- align="left"<br />
| style="width:160px" | [[FTF Wraith]]<br />
| style="width:160px" | [[PF Hellbat]]<br />
| style="width:160px" | [[GVF Seker]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|- align="left"<br />
| style="width:160px" | [[FTFx Thor]]<br />
| style="width:160px" | [[PTF Kulas]]<br />
| style="width:160px" | [[GVF Shu]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|- align="left"<br />
| style="width:160px" | [[GTF Alves]]<br />
| style="width:160px" | [[PF Satyr]]<br />
| style="width:160px" | [[VEF Anhur MkIV]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|- align="left"<br />
| style="width:160px" | [[GTF Angel]]<br />
| style="width:160px" | [[PF Shagrath]]<br />
| style="width:160px" | [[VEF Aoh]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|- align="left"<br />
| style="width:160px" | [[GTF Antaeus]]<br />
| style="width:160px" | [[PF Vulture]]<br />
| style="width:160px" | [[VEFx Yaaru]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|- align="left"<br />
| style="width:160px" | [[GTF Archon]]<br />
| style="width:160px" | [[SOF Banshee]]<br />
| style="width:160px" |<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|- align="left"<br />
| style="width:160px" | [[GTF Aurora]]<br />
| style="width:160px" | [[SOF Chaos]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|- align="left"<br />
| style="width:160px" | [[GTF Autolycus]]<br />
| style="width:160px" | [[SOF Horae ]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|- align="left"<br />
| style="width:160px" | [[GTF Carabus]]<br />
| style="width:160px" | [[SOF Ophion]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|- align="left"<br />
| style="width:160px" | [[GTF Chaos]]<br />
| style="width:160px" | [[STVsF Nightwing]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|- align="left"<br />
| style="width:160px" | [[GTF Cyone]]<br />
| style="width:160px" | [[TDr Firebee]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|- align="left"<br />
| style="width:160px" | [[GTF Daedelus]]<br />
| style="width:160px" | [[TF Falcon]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|- align="left"<br />
| style="width:160px" | [[GTF Donar]]<br />
| style="width:160px" | [[TF Kestrel]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|- align="left"<br />
| style="width:160px" | [[GTF Enceladus]]<br />
| style="width:160px" | [[TF Mustang Alpha]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|- align="left"<br />
| style="width:160px" | [[GTF Ezechiel]]<br />
| style="width:160px" | [[TF Mustang Beta]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|- align="left"<br />
| style="width:160px" | [[GTF Falcon]]<br />
| style="width:160px" | [[TF Shrike]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|- align="left"<br />
| style="width:160px" | [[GTF Hercules Mk3]]<br />
| style="width:160px" | [[UTF Comanche]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|- align="left"<br />
| style="width:160px" | [[GTF Icarus]]<br />
| style="width:160px" | [[UTF Cherokee]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|- align="left"<br />
| style="width:160px" | [[GTF Kelpie]]<br />
| style="width:160px" | [[UTF Seminole]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|- align="left"<br />
| style="width:160px" | [[GTF Keres]]<br />
| style="width:160px" | [[Spacesuit]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|- align="left"<br />
| style="width:160px" | [[GTF Ladiel]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
<br />
==Bomber Craft==<br />
__NOTOC__<br />
{| border=1 cellpadding=0 style="background:#351515;"<br />
|- align="center"<br />
| style="width:160px" |'''Terran'''<br />
| style="width:160px" |'''Terran'''<br />
| style="width:160px" |'''Vasudan'''<br />
| style="width:160px" |'''Shivan'''<br />
| style="width:160px" |'''Other'''<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[CCB Gurkov]]<br />
| style="width:160px" | [[GTB Hydra]]<br />
| style="width:160px" | [[GVB Atlas]]<br />
| style="width:160px" | [[SB Durja]]<br />
| style="width:160px" | [[AB Attis]]<br />
|- align="left"<br />
| style="width:160px" | [[EAB Gagana]]<br />
| style="width:160px" | [[GTB Jotun]]<br />
| style="width:160px" | [[GVB Imset]]<br />
| style="width:160px" | [[SB Kahlan]]<br />
| style="width:160px" | [[AB Satyr]]<br />
|- align="left"<br />
| style="width:160px" | [[EAB Peregrine]]<br />
| style="width:160px" | [[GTB Kronus]]<br />
| style="width:160px" | [[GVB Petbe]]<br />
| style="width:160px" | [[SB Vindhyachal]]<br />
| style="width:160px" | [[AB Zakros]]<br />
|- align="left"<br />
| style="width:160px" | [[FTB Saracen]]<br />
| style="width:160px" | [[GTB Maelstrom]]<br />
| style="width:160px" | [[VEB Shai]]<br />
| style="width:160px" | [[SB Yali]]<br />
| style="width:160px" | [[NB Unknown]]<br />
|- align="left"<br />
| style="width:160px" | [[GTB Apollyon]]<br />
| style="width:160px" | [[GTB Phoebus]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|- align="left"<br />
| style="width:160px" | [[GTTB Armageddon]]<br />
| style="width:160px" | [[GTB Rhea]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|- align="left"<br />
| style="width:160px" | [[GTB Athena Mk2]]<br />
| style="width:160px" | [[GTB Sabus]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|- align="left"<br />
| style="width:160px" | [[GTB Atlas]]<br />
| style="width:160px" | [[GTsB Scimitar]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|- align="left"<br />
| style="width:160px" | [[GTB Azaes]]<br />
| style="width:160px" | [[GTB Surt]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|- align="left"<br />
| style="width:160px" | [[GTB Callisto]]<br />
| style="width:160px" | [[GTB Thunderbolt]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|- align="left"<br />
| style="width:160px" | [[GTVB Chnubis]]<br />
| style="width:160px" | [[GTB Uriel]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|- align="left"<br />
| style="width:160px" | [[GTB Claymore]]<br />
| style="width:160px" | [[PB Sepuelture]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|- align="left"<br />
| style="width:160px" | [[GTB Danaus]]<br />
| style="width:160px" | [[UTB Navajo]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|- align="left"<br />
| style="width:160px" | [[GTB Diana]]<br />
| style="width:160px" | [[UTB Yurok]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|- align="left"<br />
| style="width:160px" | [[GTB Gagana]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|- align="left"<br />
| style="width:160px" | [[GTB Hera]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
<br />
<br />
==Capital Ships (Cruisers, Corvettes, Frigates and Gunships)==<br />
__NOTOC__<br />
{| border=1 cellpadding=0 style="background:#351515;"<br />
|- align="center"<br />
| style="width:160px" |'''Terran'''<br />
| style="width:160px" |'''Terran'''<br />
| style="width:160px" |'''Vasudan'''<br />
| style="width:160px" |'''Shivan'''<br />
| style="width:160px" |'''Other'''<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[CCCa Andropov]]<br />
| style="width:160px" | [[TC Damocles]]<br />
| style="width:160px" | [[GVC Mafdet]]<br />
| style="width:160px" | [[SC Abel]]<br />
| style="width:160px" | [[AC Gordia]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[EAC Aesacus]]<br />
| style="width:160px" | [[EACv Darkness]]<br />
| style="width:160px" | [[GVC Mekhet]]<br />
| style="width:160px" | [[SC Lamia]]<br />
| style="width:160px" | [[AC Heraklion]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[EAC Avalonian]]<br />
| style="width:160px" | [[GTCv Ajax]]<br />
| style="width:160px" | [[GVC Newet]]<br />
| style="width:160px" | [[SC Raguel]]<br />
| style="width:160px" | [[NC Unknown]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[EAC Eclipse]]<br />
| style="width:160px" | [[GTCv Alexandria]]<br />
| style="width:160px" | [[GVC Sai]]<br />
| style="width:160px" | [[SC Rictus]]<br />
| style="width:160px" | [[ACv Malia]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[EAC Evangelist]]<br />
| style="width:160px" | [[GTCv Bellerophon]]<br />
| style="width:160px" | [[GVC Somtus]]<br />
| style="width:160px" | [[SCv Scylla]]<br />
| style="width:160px" | [[ACv Phaistos]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTC Aegis (158th)]]<br />
| style="width:160px" | [[GTCv Chimera]]<br />
| style="width:160px" | [[HLC Defiler]]<br />
| style="width:160px" | [[SFg Damini]]<br />
| style="width:160px" | [[NCv Unknown]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTC Aegis (OTT)]]<br />
| style="width:160px" | [[GTCv Chiron]]<br />
| style="width:160px" | [[VEC Joh]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTC Aegis (IPA)]]<br />
| style="width:160px" | [[GTCv Cobra]]<br />
| style="width:160px" | [[GVCv Mandes]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTC Alcyone]]<br />
| style="width:160px" | [[GTCv Eris]]<br />
| style="width:160px" | [[GVCv Pachet]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTBC Black Widow]]<br />
| style="width:160px" | [[GTCv Nike]]<br />
| style="width:160px" | [[GVCv Udjat]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTBC Blade]]<br />
| style="width:160px" | [[GTCv Oberon]]<br />
| style="width:160px" | [[VECv Duat]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTC Boreas]]<br />
| style="width:160px" | [[GTCv Ragnarok]]<br />
| style="width:160px" | [[VECv Geb]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [http://www.axemspace.com/gtc-cretheus.html GTC Cretheus]<br />
| style="width:160px" | [[GTCv Reyena]]<br />
| style="width:160px" | [[GVMCv Wepwawet]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTC Eris]]<br />
| style="width:160px" | [[GTCv Valhalla]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTC Gryphon]]<br />
| style="width:160px" | [[ITCv Raiden]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTC Hyperion]]<br />
| style="width:160px" | [[NTCv Echelon]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTC Mars]]<br />
| style="width:160px" | [[PTCv Baranek]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTxC Njord]]<br />
| style="width:160px" | [[SOCv Ehreos]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTC Odysseus]]<br />
| style="width:160px" | [[SOCv Neptune]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTC Ophion]]<br />
| style="width:160px" | [[SOCv Phobos ADv|SOCv Phobos Adv]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTC Orc]]<br />
| style="width:160px" | [[GTFg Chrysaor]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTCt Piranha]]<br />
| style="width:160px" | [[GTFg Retribution]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTC Ticonderoga]]<br />
| style="width:160px" | [[GTFf Saphah]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTC Tyr]]<br />
| style="width:160px" | [[UEFg Karuna]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTC Unknown]]<br />
| style="width:160px" | [[GTGs Antwerpen]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTC Vidar]]<br />
| style="width:160px" | [[GTGs Enforcer]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[PC Rumrunner]]<br />
| style="width:160px" | [[GTGb Praetorian]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[ITC Dainishi]]<br />
| style="width:160px" | [[LPC Galleon]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[SOC Orc]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
<br />
==Large Capital Ships (Carriers, Destroyers and Super Destroyers)==<br />
__NOTOC__<br />
{| border=1 cellpadding=0 style="background:#351515;"<br />
|- align="center"<br />
| style="width:160px" |'''Terran'''<br />
| style="width:160px" |'''Terran'''<br />
| style="width:160px" |'''Vasudan'''<br />
| style="width:160px" |'''Shivan'''<br />
| style="width:160px" |'''Other'''<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTBCr Tennyson]]<br />
| style="width:160px" | [[GTD Gaia]]<br />
| style="width:160px" | [[GVCa Kabechet]]<br />
| style="width:160px" | [[SCa Shiamak]]<br />
| style="width:160px" | [[ACa Akrotiri]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[EACa Telemus]]<br />
| style="width:160px" | [[GTD Henderson]]<br />
| style="width:160px" | [[GVCa Tanen]]<br />
| style="width:160px" | [[SD Iblis]]<br />
| style="width:160px" | [[AD Pylos]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTCar Fury]]<br />
| style="width:160px" | [[GTD Hera]]<br />
| style="width:160px" | [[GVD Apothess]]<br />
| style="width:160px" | [[SD Kismat]]<br />
| style="width:160px" | [[ND Unknown]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTCa Galaxy]]<br />
| style="width:160px" | [[GTD Icelus]]<br />
| style="width:160px" | [[GVD Asarte]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTTCa Hestia]]<br />
| style="width:160px" | [[GTD Legion (Orion)]]<br />
| style="width:160px" | [[GVD Hedetet]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTCa Hyperion]]<br />
| style="width:160px" | [[GTD Megaera]]<br />
| style="width:160px" | [[HLD Mefdef]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTCa Phoenix]]<br />
| style="width:160px" | [[GTSD Odin]]<br />
| style="width:160px" | [[VCI Bastet]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTCr Trifid]]<br />
| style="width:160px" | [[GTHD Orion Mk2]]<br />
| style="width:160px" | [[GVSD Hetka]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTCa Warlock]]<br />
| style="width:160px" | [[GTD Orion (Refit)]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[TCa Constellation]]<br />
| style="width:160px" | [[GTD Raynor]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[TCa Sagittarius]]<br />
| style="width:160px" | [[GTD Sirona]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[EAD Lindos]]<br />
| style="width:160px" | [[GTD Titan]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[EASD Nemesis]]<br />
| style="width:160px" | [[GTD Wotan]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[EAD Tereus]]<br />
| style="width:160px" | [[GTD Zagreus]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[CCD Kiev]]<br />
| style="width:160px" | [[ITD Ryujin]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTD Agamenmon]]<br />
| style="width:160px" | [[NTD Liberty]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTD Alexander]]<br />
| style="width:160px" | [[SOSD Olemus]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTD Boreas]]<br />
| style="width:160px" | [[SOD Segomo]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTD Daegon]]<br />
| style="width:160px" | [[TD Reliant]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
<br />
==Super Capital Ships (Battleships, Dreadnoughts and Juggernauts)==<br />
__NOTOC__<br />
{| border=1 cellpadding=0 style="background:#351515;"<br />
|- align="center"<br />
| style="width:160px" |'''Terran'''<br />
| style="width:160px" |'''Terran'''<br />
| style="width:160px" |'''Vasudan'''<br />
| style="width:160px" |'''Shivan'''<br />
| style="width:160px" |'''Other'''<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTVBS_Archangel_Mk2]]<br />
| style="width:160px" | [[SODn Solaris]]<br />
| style="width:160px" | <br />
| style="width:160px" | [[SJ Amritaya]]<br />
| style="width:160px" | [[AJ Androgeos]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTDn Archangel]]<br />
| style="width:160px" | [[TSJ Icanus]]<br />
| style="width:160px" | <br />
| style="width:160px" | [[SSJ Dante]]<br />
| style="width:160px" | [[Vishnan Preserver]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTBs Moscow]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | [[SSJ Gigas]]<br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTVA Titan]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | [[SPD Vinaashak]]<br />
| style="width:160px" | <br />
|}<br />
<br />
==Installations (Dry Docks, Star Bases and Jump Gates)==<br />
__NOTOC__<br />
{| border=1 cellpadding=0 style="background:#351515;"<br />
|- align="center"<br />
| style="width:160px" |'''Terran'''<br />
| style="width:160px" |'''Terran'''<br />
| style="width:160px" |'''Vasudan'''<br />
| style="width:160px" |'''Shivan'''<br />
| style="width:160px" |'''Other'''<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[CI Haven]]<br />
| style="width:160px" | [[GTI Melia]]<br />
| style="width:160px" | [[GVI Abthys]]<br />
| style="width:160px" | [[SI Acridon]]<br />
| style="width:160px" | [[AI Thera]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[EAI Andromeda]]<br />
| style="width:160px" | [[GTI Nareos]]<br />
| style="width:160px" | [[GVI Cairo]]<br />
| style="width:160px" | [[SI Arachnas]]<br />
| style="width:160px" | [[AI Pyrgos]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[EAI Lycaon]]<br />
| style="width:160px" | [[GTI Samson]]<br />
| style="width:160px" | [[GVI Cairo Extension]]<br />
| style="width:160px" | [[SI Hara]]<br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTI Acheron]]<br />
| style="width:160px" | [[GTDI Titan]]<br />
| style="width:160px" | [[GVI Cheops]]<br />
| style="width:160px" | [[Shivan JumpGate]]<br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTI Aeglos]]<br />
| style="width:160px" | [[GTI Whitehall]]<br />
| style="width:160px" | [[GVI Karnak]]<br />
| style="width:160px" | [[Shivan Knossos]]<br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTExD Arcadia Defender]]<br />
| style="width:160px" | [[ITI Yomi]]<br />
| style="width:160px" | [[GVI Ogdoad]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTI Arcas]]<br />
| style="width:160px" | [[PCI Phoron]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTI Athens]]<br />
| style="width:160px" | [[TI Achilles]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTI Atlantis]]<br />
| style="width:160px" | [[TDS 1]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTMI Aule]]<br />
| style="width:160px" | [[TDS 2]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTI Bretonia]]<br />
| style="width:160px" | [[TPG 1]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTI Chamelion]]<br />
| style="width:160px" | [[Alliance Jump Gate]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTI Exos]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
<br />
==Non-Combatants (Freighters, Transports and Auxilliaries)==<br />
__NOTOC__<br />
{| border=1 cellpadding=0 style="background:#351515;"<br />
|- align="center"<br />
| style="width:160px" |'''Terran'''<br />
| style="width:160px" |'''Terran'''<br />
| style="width:160px" |'''Vasudan'''<br />
| style="width:160px" |'''Shivan'''<br />
| style="width:160px" |'''Other'''<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[EAFr Belus]]<br />
| style="width:160px" | [[GTT Corsair]]<br />
| style="width:160px" | [[GVFr Shai]]<br />
| style="width:160px" | [[ST Xerxes]]<br />
| style="width:160px" | [[ATT Dallie]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTFr Aether]]<br />
| style="width:160px" | [[GTT Naxos]]<br />
| style="width:160px" | [[GVT Isten]]<br />
| style="width:160px" | <br />
| style="width:160px" | [[AS Kamilari]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTDS Briareos]]<br />
| style="width:160px" | [[GTT Svalin]]<br />
| style="width:160px" | [[GVT Qeb]]<br />
| style="width:160px" | <br />
| style="width:160px" | [[LS Bek'Tah]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTFr Clarius]]<br />
| style="width:160px" | [[GTT Titan]]<br />
| style="width:160px" | [[GVT Sesmu]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTFr Cyllene]]<br />
| style="width:160px" | [[TT Pericles]]<br />
| style="width:160px" | [[GVSC Imhotep]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTFr Demeter]]<br />
| style="width:160px" | [[GTA Caerus]]<br />
| style="width:160px" | [[GVSC Neith]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTFr Sizifus]]<br />
| style="width:160px" | [[GTE Ehnator]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTFr Ulmo]]<br />
| style="width:160px" | [[GTE Vidar]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTFr Vela]]<br />
| style="width:160px" | [[TSC Icarus]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[TG Bromios]]<br />
| style="width:160px" | [[Terran Probe]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTCol Columbus]]<br />
| style="width:160px" | [[GTEP Bachus]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTCVl Splendid]]<br />
| style="width:160px" | [[GTS Abaris]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTCVl Majestic]]<br />
| style="width:160px" | [[GTS Eos]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTL Anemoi]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
<br />
==Other (Cargo Pods, Sentry Guns, Etc)==<br />
__NOTOC__<br />
{| border=1 cellpadding=0 style="background:#351515;"<br />
|- align="center"<br />
| style="width:160px" |'''Terran'''<br />
| style="width:160px" |'''Terran'''<br />
| style="width:160px" |'''Vasudan'''<br />
| style="width:160px" |'''Shivan'''<br />
| style="width:160px" |'''Other'''<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[EAFr Belus Cargo]]<br />
| style="width:160px" | [[GTFr Vela Cargo]]<br />
| style="width:160px" | <br />
| style="width:160px" | [[SSG Annihilator]]<br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTFr Clarius Cargo]]<br />
| style="width:160px" | [[TTC Tanks]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTFr Cyllene Cargo]]<br />
| style="width:160px" | [[GTSG Balmung]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTFr Sizifus Cargo 1]]<br />
| style="width:160px" | [[GTSG Euphrates]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:160px" | [[GTFr Sizifus Cargo 2]]<br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
| style="width:160px" | <br />
|}<br />
<br />
==Notes to Wiki expanders==<br />
*A page about your ship must use the sample template as the ones for stock<br />
*The list is a bit hard to edit. If you're adding a ship just tack it on at the end of your list. Once a few get listed someone else can edit it in later on. <br />
*If your mod is for FS1, add the <i>FreeSpace 1</i> after the name of the ship<br />
*This is for mods only which do not modify on stock models, meaning that a high-poly version anything does not belong here. Instead, add a link directing the browser to a download site<br />
*If your mod belongs to a non-canon species, add the name of the species to the proper group and then the name of your mod. Do not add the name of the species anywhere there is no mods submitted for that species.<br />
*Should two different models have the same name, add the author's name in brackets as a suffix.<br />
*Add only ready models which are ready for release. It is okay if you later update it.<br />
*The Juggernaut group is also for superjuggernauts and generally anything that is at least as big as the [[SJ Sathanas]].<br />
*If you do not want to write a description for your mod, simply add the name of your ship, which redirects the browser to a download link or website.<br />
<br />
[[Category: Mod Database]]</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=Cheats&diff=24202Cheats2009-07-25T18:33:11Z<p>Aardwolf: Fixed BS assessment of SSL's anti-fighter capability</p>
<hr />
<div>'''All cheats must be typed in-mission. Use of cheats in FS1 (except before Red-Alert missions) will result in inability to continue the campaign from beyond that current mission.'''<br />
<br />
With that being said, all cheats are listed below: <br />
*To get access to all movies in the tech room, type ''freespacestandsalone''.<br />
*To summon a Volition Bravos pirate ship, type ''arrrrwalktheplank'' (that's 4 Rs).<br />
*Type ''humanheadzinside'' in the Vasudan mainhall for the [[headz]] cheat.<br />
*Type ''vasudanswavfishies'' in the Vasudan mainhall to see some colorful fishies.<br />
*Type ''skipmemymissionyo'' in either mainhall to pop up a skip mission dialog. Enter the filename of the mission to skip to. This will destroy any legitimate campaign progress.<br />
*Type ''tooldeworkedowned'' during the mission to see pictures of Jim Boone or Alan Lawrence pop up every time you make a kill.<br />
*To use the cheats below in FS1, type ''www.volition-inc.com''. You must press and hold the ` key (upper left hand of keyboard, left of the number 1) while typing the following codes. Note that only gameplay cheats will work in FS1; you cannot summon arrrwalktheplank, the mainhall cheats, and so forth.<br />
<br />
*To use the cheats below in FS2, type www.freespace2.com and follow the same procedure.<br />
<br />
{|border="0"<br />
|Shift-C||Toggle availability of countermeasures for all ships.<br />
|-<br />
|K||Kill targeted ship.<br />
|-<br />
|Alt-Shift-K||Do 10% damage to target.<br />
|-<br />
|Shift-K||Destroy targeted subsystem on target.<br><font color="#5EA09E">Note: This does not appear to work.</font><br />
|-<br />
|Alt-K||Do 10% damage to yourself.<br />
|-<br />
|I||Toggle self-invincibility.<br />
|-<br />
|Shift-I||Toggle invincibility of your target.<br />
|-<br />
|O||Toggle Descent-style physics. This means that you have no inertia or momentum, your afterburners do nothing but jerk you to a halt instantly, and you can slide with the keypad +, -, 1 and 3 keys.<br />
|-<br />
|W||The player has infinite weapon energy and missile ammunition.<br />
|-<br />
|Shift-W||All ships have infinite weapon energy and missile ammunition.<br />
|-<br />
|C||Toggles player collision detection, allowing you to pass through objects and ships.<br />
|-<br />
|G||Mark all primary goals complete.<br />
|-<br />
|Shift-G||Mark all secondary goals complete.<br />
|-<br />
|Alt-G||Mark all bonus goals complete.<br />
|-<br />
|9||Cycle forward through ALL secondary weapons, including the Shivan and Vasudan ones and cruiser/destroyer only ones. This includes the Fusion Mortar, an anti-capital ship turret weapon that does not require a lock to be fired.<br />
|-<br />
|Shift-9||Cycle backwards through ALL secondary weapons<br />
|-<br />
|0||Cycle forward through ALL primary weapons, including the Shivan and Vasudan ones and cruiser/destroyer only ones. This includes the Shivan Super Laser, AKA the Lucifer Weapon. This can kill a Demon at 6 kilometers in only a couple of shots, and can function as a sniping weapon in a dogfight to kill enemy fighters in a single hit.<br />
|-<br />
|Shift-0||Cycle backwards through ALL primary weapons.<br />
|-<br />
|r||Issue Rearm order for current target, or player if there is no target.<br />
|}<br />
<br />
==Notes==<br />
In FS2 only, it's possible to use cheats and still progress in a campaign. In FS1, however, you can only proceed in the campaign after cheating ''if'' the next mission is a red-alert. In both FS1 and FS2, The infinite missile cheat "carries over" in any subsequent missions, even if the player exits the campaign. The only way to disable infinite missile supply without restarting the application is to enable cheat mode and then ''disable'' the cheat.<br />
<br />
In FS1 you can also get infinite weapon energy and missile ammunition by enabling the infinite weapon energy and missile ammunition cheat in one of the Tech Room single missions, then quitting the mission. You will have infinite energy and ammo in Campaign, and will still be able to continue the campaign.<br />
<br />
[[Category:The games]]</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=Cheats&diff=24201Cheats2009-07-25T18:27:49Z<p>Aardwolf: added shift+i (target invuln.) cheat desc.</p>
<hr />
<div>'''All cheats must be typed in-mission. Use of cheats in FS1 (except before Red-Alert missions) will result in inability to continue the campaign from beyond that current mission.'''<br />
<br />
With that being said, all cheats are listed below: <br />
*To get access to all movies in the tech room, type ''freespacestandsalone''.<br />
*To summon a Volition Bravos pirate ship, type ''arrrrwalktheplank'' (that's 4 Rs).<br />
*Type ''humanheadzinside'' in the Vasudan mainhall for the [[headz]] cheat.<br />
*Type ''vasudanswavfishies'' in the Vasudan mainhall to see some colorful fishies.<br />
*Type ''skipmemymissionyo'' in either mainhall to pop up a skip mission dialog. Enter the filename of the mission to skip to. This will destroy any legitimate campaign progress.<br />
*Type ''tooldeworkedowned'' during the mission to see pictures of Jim Boone or Alan Lawrence pop up every time you make a kill.<br />
*To use the cheats below in FS1, type ''www.volition-inc.com''. You must press and hold the ` key (upper left hand of keyboard, left of the number 1) while typing the following codes. Note that only gameplay cheats will work in FS1; you cannot summon arrrwalktheplank, the mainhall cheats, and so forth.<br />
<br />
*To use the cheats below in FS2, type www.freespace2.com and follow the same procedure.<br />
<br />
{|border="0"<br />
|Shift-C||Toggle availability of countermeasures for all ships.<br />
|-<br />
|K||Kill targeted ship.<br />
|-<br />
|Alt-Shift-K||Do 10% damage to target.<br />
|-<br />
|Shift-K||Destroy targeted subsystem on target.<br><font color="#5EA09E">Note: This does not appear to work.</font><br />
|-<br />
|Alt-K||Do 10% damage to yourself.<br />
|-<br />
|I||Toggle self-invincibility.<br />
|-<br />
|Shift-I||Toggle invincibility of your target.<br />
|-<br />
|O||Toggle Descent-style physics. This means that you have no inertia or momentum, your afterburners do nothing but jerk you to a halt instantly, and you can slide with the keypad +, -, 1 and 3 keys.<br />
|-<br />
|W||The player has infinite weapon energy and missile ammunition.<br />
|-<br />
|Shift-W||All ships have infinite weapon energy and missile ammunition.<br />
|-<br />
|C||Toggles player collision detection, allowing you to pass through objects and ships.<br />
|-<br />
|G||Mark all primary goals complete.<br />
|-<br />
|Shift-G||Mark all secondary goals complete.<br />
|-<br />
|Alt-G||Mark all bonus goals complete.<br />
|-<br />
|9||Cycle forward through ALL secondary weapons, including the Shivan and Vasudan ones and cruiser/destroyer only ones. This includes the Fusion Mortar, an anti-capital ship turret weapon that does not require a lock to be fired.<br />
|-<br />
|Shift-9||Cycle backwards through ALL secondary weapons<br />
|-<br />
|0||Cycle forward through ALL primary weapons, including the Shivan and Vasudan ones and cruiser/destroyer only ones. This includes the Shivan Super Laser, AKA the Lucifer Weapon. This can kill a Demon at 6 kilometers in only a couple of shots, but is not as useful in a dogfight because of its slow traveling time.<br />
|-<br />
|Shift-0||Cycle backwards through ALL primary weapons.<br />
|-<br />
|r||Issue Rearm order for current target, or player if there is no target.<br />
|}<br />
<br />
==Notes==<br />
In FS2 only, it's possible to use cheats and still progress in a campaign. In FS1, however, you can only proceed in the campaign after cheating ''if'' the next mission is a red-alert. In both FS1 and FS2, The infinite missile cheat "carries over" in any subsequent missions, even if the player exits the campaign. The only way to disable infinite missile supply without restarting the application is to enable cheat mode and then ''disable'' the cheat.<br />
<br />
In FS1 you can also get infinite weapon energy and missile ammunition by enabling the infinite weapon energy and missile ammunition cheat in one of the Tech Room single missions, then quitting the mission. You will have infinite energy and ammo in Campaign, and will still be able to continue the campaign.<br />
<br />
[[Category:The games]]</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=Cheats&diff=24200Cheats2009-07-25T18:25:25Z<p>Aardwolf: added 'skipmemymissionyo' cheat + description</p>
<hr />
<div>'''All cheats must be typed in-mission. Use of cheats in FS1 (except before Red-Alert missions) will result in inability to continue the campaign from beyond that current mission.'''<br />
<br />
With that being said, all cheats are listed below: <br />
*To get access to all movies in the tech room, type ''freespacestandsalone''.<br />
*To summon a Volition Bravos pirate ship, type ''arrrrwalktheplank'' (that's 4 Rs).<br />
*Type ''humanheadzinside'' in the Vasudan mainhall for the [[headz]] cheat.<br />
*Type ''vasudanswavfishies'' in the Vasudan mainhall to see some colorful fishies.<br />
*Type ''skipmemymissionyo'' in either mainhall to pop up a skip mission dialog. Enter the filename of the mission to skip to. This will destroy any legitimate campaign progress.<br />
*Type ''tooldeworkedowned'' during the mission to see pictures of Jim Boone or Alan Lawrence pop up every time you make a kill.<br />
*To use the cheats below in FS1, type ''www.volition-inc.com''. You must press and hold the ` key (upper left hand of keyboard, left of the number 1) while typing the following codes. Note that only gameplay cheats will work in FS1; you cannot summon arrrwalktheplank, the mainhall cheats, and so forth.<br />
<br />
*To use the cheats below in FS2, type www.freespace2.com and follow the same procedure.<br />
<br />
{|border="0"<br />
|Shift-C||Toggle availability of countermeasures for all ships.<br />
|-<br />
|K||Kill targeted ship.<br />
|-<br />
|Alt-Shift-K||Do 10% damage to target.<br />
|-<br />
|Shift-K||Destroy targeted subsystem on target.<br><font color="#5EA09E">Note: This does not appear to work.</font><br />
|-<br />
|Alt-K||Do 10% damage to yourself.<br />
|-<br />
|I||Toggle self-invincibility.<br />
|-<br />
|O||Toggle Descent-style physics. This means that you have no inertia or momentum, your afterburners do nothing but jerk you to a halt instantly, and you can slide with the keypad +, -, 1 and 3 keys.<br />
|-<br />
|W||The player has infinite weapon energy and missile ammunition.<br />
|-<br />
|Shift-W||All ships have infinite weapon energy and missile ammunition.<br />
|-<br />
|C||Toggles player collision detection, allowing you to pass through objects and ships.<br />
|-<br />
|G||Mark all primary goals complete.<br />
|-<br />
|Shift-G||Mark all secondary goals complete.<br />
|-<br />
|Alt-G||Mark all bonus goals complete.<br />
|-<br />
|9||Cycle forward through ALL secondary weapons, including the Shivan and Vasudan ones and cruiser/destroyer only ones. This includes the Fusion Mortar, an anti-capital ship turret weapon that does not require a lock to be fired.<br />
|-<br />
|Shift-9||Cycle backwards through ALL secondary weapons<br />
|-<br />
|0||Cycle forward through ALL primary weapons, including the Shivan and Vasudan ones and cruiser/destroyer only ones. This includes the Shivan Super Laser, AKA the Lucifer Weapon. This can kill a Demon at 6 kilometers in only a couple of shots, but is not as useful in a dogfight because of its slow traveling time.<br />
|-<br />
|Shift-0||Cycle backwards through ALL primary weapons.<br />
|-<br />
|r||Issue Rearm order for current target, or player if there is no target.<br />
|}<br />
<br />
==Notes==<br />
In FS2 only, it's possible to use cheats and still progress in a campaign. In FS1, however, you can only proceed in the campaign after cheating ''if'' the next mission is a red-alert. In both FS1 and FS2, The infinite missile cheat "carries over" in any subsequent missions, even if the player exits the campaign. The only way to disable infinite missile supply without restarting the application is to enable cheat mode and then ''disable'' the cheat.<br />
<br />
In FS1 you can also get infinite weapon energy and missile ammunition by enabling the infinite weapon energy and missile ammunition cheat in one of the Tech Room single missions, then quitting the mission. You will have infinite energy and ammo in Campaign, and will still be able to continue the campaign.<br />
<br />
[[Category:The games]]</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=Objecttypes.tbl&diff=24149Objecttypes.tbl2009-07-21T10:51:15Z<p>Aardwolf: /* $Beams Easily Hit: */ Somebody managed to misspell 'or'</p>
<hr />
<div>{{SCP_table}}<br />
<br />
{{TableVersion|5211|5468}}<br />
<br />
<!-- {{shipimage|image=[[image:objecttypes.gif|thumbnail|320px]]|caption=objecttypes.tbl in action}} image OOA --><br />
<br />
Objecttypes.tbl is a table added by the FSSCP, used to set attributes of different object types. Currently the only section of this table are ship type attributes. A ship 'type' supercedes ship classes defined in ships.tbl. For example, the [[GTF Perseus]] and [[GTF Ulysses]] belong to the 'fighter' ship type. However, the [[GTD Orion]] belongs to the 'capital' ship type.<br />
<br />
<br />
Note that objecttypes.tbl is fully XMT-compliant, with the suffix *-obt.tbm. In addition, the retail hardcoded types are being ported over to the objecttypes.tbl via an in-code table. So if a mod wishes to expand on the original types rather than replace them entirely, it should use a modular table file rather than a normal .tbl. Otherwise the in-code table will be ignored in favor of the one included in the mod, and the retail types will not be loaded (unless the mod includes them in its .tbl)<br />
<br />
<br />
Note that a number of aspects of the retail types are still hardcoded, although they may be moved to the objecttypes.tbl if a mod requests it.<br />
<br />
<br />
==General Format==<br />
<br />
==#Target Priorities==<br />
<br />
<br />
===$Name:===<br />
{{Table3611|<br />
* Name of target priority group.<br />
* Syntax: '''String'''}}<br />
<br />
===+Object Type:===<br />
{{Table3611|<br />
* The object types which belong to this target priority group.<br />
* Syntax: '''String list'''<br />
** Options<br />
:::''"ship"''<br />
:::''"asteroid"''<br />
:::''"weapon"''}}<br />
<br />
===+Weapon Class:===<br />
{{Table3611|<br />
* Name of weapon classes which belong to this target priority group.<br />
* Syntax: '''String list''', names of the weapons}}<br />
<br />
===+Object Flags:===<br />
{{Table3611|<br />
* The object flags which make their owners belong to this target priority group.<br />
* Syntax: '''String list'''<br />
** Options:<br />
:::''"no shields"''<br />
:::''"targetable as bomb"''}}<br />
<br />
===+Ship Class Flags:===<br />
{{Table3611|<br />
* The ship class flags which make their owners belong to this target priority group.<br />
* Syntax: '''String list'''<br />
** Valid Options:<br />
:::''"afterburners"''<br />
:::''"big damage"''<br />
:::''"has awacs"''}}<br />
<br />
===+Weapon Class Flags:===<br />
{{Table3611|<br />
* The weapon class flags which make their owners belong to this target priority group.<br />
* Syntax: '''String list'''<br />
** Valid Options:<br />
:::''"bomb"''<br />
:::''"huge damage"''<br />
:::''"supercap damage"''<br />
:::''"bomber+"''<br />
:::''"electronics"''<br />
:::''"puncture"''<br />
:::''"emp"''<br />
:::''"heat seeking"''<br />
:::''"aspect seeking"''<br />
:::''"engine seeking"''<br />
:::''"pierce shields"''<br />
:::''"local ssm"''}}<br />
<br />
<br />
==#End==<br />
<br />
==#Ship Types==<br />
<br />
<br />
===$Name:===<br />
{{Table3610|<br />
* Name of ship type. To assign a ship class to a given type, simply place the name entered here in the ship class's "$Flags:" field.<br />
* Syntax: '''String'''}}<br />
<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*Used with [[Modular Tables|modular tables]]}}<br />
<br />
<br />
===$Target Priority Groups:===<br />
{{Table3611|<br />
* Defines the target priority groups ships of this objecttype belong to<br />
* Syntax: '''''String list'''''<br />
* '''+Override'''<br />
** Replaces the objecttypes existing groupings}}<br />
<br />
<br />
===$Counts for Alone:===<br />
{{Table3610|<br />
* Whether ship counts for determing whether or not Freespace 2 will play the "No reinforcements are available" message.<br />
* Syntax: '''Boolean''', Yes ot No}}<br />
<br />
<br />
===$Praise Destruction:===<br />
{{Table3610|<br />
* Whether wingmates will praise destruction of the ship.<br />
* Syntax: '''Boolean''', Yes ot No}}<br />
<br />
<br />
===$On Hotkey List:===<br />
{{Table3610|<br />
* Whether ship will show up in hotkey screen.<br />
* Syntax: '''Boolean''', Yes ot No}}<br />
<br />
<br />
===$Target as Threat:===<br />
{{Table3610|<br />
* Whether ship will be targetted with the 'H' key.<br />
* Syntax: '''Boolean''', Yes ot No}}<br />
<br />
<br />
===$Scannable:===<br />
{{Table3610|<br />
* Toggles whether ship type can be scanned<br />
* Syntax: '''Boolean''', Yes ot No}}<br />
<br />
<br />
===$Warp Pushes:===<br />
{{Table3610|<br />
* Whether ship will push other (pushable) ships out of the way while warping.<br />
* Syntax: '''Boolean''', Yes ot No}}<br />
<br />
<br />
===$Warp Pushable:===<br />
{{Table3610|<br />
* Whether ship can be pushed out of the way by ships with Warp Pushes enabled<br />
* Syntax: '''Boolean''', Yes ot No}}<br />
<br />
<br />
===$Turrets prioritize ship target:===<br />
{{Table3611|<br />
* Defines that ships turrets prioritize ships current target above normal turret targeting priorities<br />
* Syntax: '''Boolean''', Yes ot No}}<br />
<br />
===$Max Debris Speed:===<br />
{{Table3610|<br />
* Defined the maximum speed for debris form this shiptype<br />
* Syntax: '''float'''}}<br />
<br />
<br />
===$FF Multiplier:===<br />
{{Table3610|<br />
* Friendly-fire damage to ship will be multiplied by this amount<br />
* Syntax: '''Float'''}}<br />
<br />
<br />
===$EMP Multiplier:===<br />
{{Table3610|<br />
* EMP effect will be multiplied by this amount. Higher values mean more HUD jittering/longer-lasting effect.<br />
* Syntax: '''Float'''}}<br />
<br />
<br />
===$Beams Easily Hit:===<br />
{{Table3610|<br />
* Whether beams can easily hit ship (eg capship beams rarely hit fighters)<br />
* Syntax: '''Boolean''', Yes or No}}<br />
<br />
===$Fog:===<br />
<br />
<br />
====+Start Dist:====<br />
{{Table3610|<br />
* Distance from camera that fogging effect will start<br />
* Syntax: '''Float'''}}<br />
<br />
<br />
====+Compl Dist:====<br />
{{Table3610|<br />
* Distance from camera that this object will be completely obscured by the fogging effect<br />
* Syntax: '''Float'''}}<br />
<br />
<br />
===$AI:===<br />
<br />
<br />
====+Valid Goals:====<br />
{{Table3610|<br />
* Valid goals that can be given to this object.<br />
* Syntax: '''( "String" "String" )'''<br />
* '''Goals:'''<br />
** attack ship<br />
** dock<br />
** waypoints<br />
** waypoints once<br />
** depart<br />
** attack subsys<br />
** form on wing<br />
** undock<br />
** attack wing<br />
** guard ship<br />
** disable ship<br />
** disarm ship<br />
** attack any<br />
** ignore ship<br />
** ignore ship (new)<br />
** guard wing<br />
** evade ship<br />
** stay near ship<br />
** keep safe dist<br />
** rearm ship<br />
** stay still<br />
** play dead<br />
** attack weapon<br />
** fly to ship}}<br />
<br />
<br />
====+Accept Player Orders:====<br />
{{Table3610|<br />
* Whether or not ship type will accept orders from player<br />
* Syntax: ''Yes/No''}}<br />
<br />
<br />
====+Player Orders:====<br />
{{Table3610|<br />
* Orders that ship type will accept from player<br />
* Syntax: '''( "String" "String" )'''<br />
* '''Orders:'''<br />
** attack ship<br />
** disable ship<br />
** disarm ship<br />
** disable subsys<br />
** guard ship<br />
** ignore ship<br />
** form on wing<br />
** cover me<br />
** attack any<br />
** depart<br />
** dock<br />
** rearm me<br />
** abort rearm<br />
** stay near me<br />
** stay near ship<br />
** keep safe dist}}<br />
<br />
<br />
====+Auto Attacks:====<br />
{{Table3610|<br />
* Whether or not ship type will auto attack nearby ships<br />
* Syntax: '''Boolean''', Yes ot No}}<br />
<br />
<br />
====+Attempt Broadsides:====<br />
{{Table3610|<br />
* Whether or not ship type will try to use broadside tactics against enemy ships<br />
* Syntax: '''Boolean''', Yes ot No}}<br />
<br />
<br />
====+Actively Pursues:====<br />
{{Table3610|<br />
* Which ship types the current ship type will actively pursue (rather than simply return to guard position or whatnot)<br />
* Syntax: '''( "String" "String" )''', shiptypes}}<br />
<br />
<br />
====+Guards Attack this:====<br />
{{Table3610|<br />
* Whether ships assigned to guard another ship will attempt to engage ships of the type<br />
* Syntax: '''Boolean''', Yes ot No}}<br />
<br />
<br />
====+Turrets Attack This:====<br />
{{Table3610|<br />
* Whether or not turrets will target the ships of the type<br />
* Syntax: '''Boolean''', Yes ot No}}<br />
<br />
<br />
====+Can Form Wing:====<br />
{{Table3610|<br />
* Whether or not ship type can be formed into a wing<br />
* Syntax: '''Boolean''', Yes ot No}}<br />
<br />
<br />
====+Active Docks:====<br />
{{Table3610|<br />
* Preferred docking bay type for ship when it is initiating the dock with another ship<br />
* Syntax: '''( "String" "String" )''', names of the dock bays<br />
* '''Dock bays:'''<br />
** cargo<br />
** rearm<br />
** generic}}<br />
<br />
<br />
====+Passive Docks:====<br />
{{Table3610|<br />
* Preferred docking bay type for ship when it is receiving a dock from another ship<br />
* Syntax: '''( "String" "String" )'''<br />
* '''Dock bays:'''<br />
** cargo<br />
** rearm<br />
** generic}}<br />
<br />
<br />
===$Explosion Animations:===<br />
{{Table3610|<br />
* Defines the animations used with the objecttype<br />
* Syntax: '''Integer list'''}}<br />
<br />
<br />
===$Vaporize Percent Chance:===<br />
{{Table3611|<br />
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. This can be overriden on a per-ship basis in [[ships.tbl]].<br />
*Syntax: '''''Float''''', percent chance of vaporization}}<br />
<br />
==#End==<br />
<br />
==Examples==<br />
<br />
===Part of the Default FreeSpace 2 Table===<br />
*Shiptypes '''Stealth''' and '''Fighter/Bomber''' do not seem to be used<br />
<pre><br />
$Name: Navbuoy<br />
$Max Debris Speed: 200<br />
$FF Multiplier: 1.0<br />
$EMP Multiplier: 10.0<br />
$Fog:<br />
+Start dist: 10.0<br />
+Compl dist: 500.0<br />
$AI:<br />
+Actively Pursues: ( "navbuoy"<br />
"sentry gun"<br />
"escape pod"<br />
"cargo"<br />
"support"<br />
"stealth"<br />
"fighter"<br />
"bomber"<br />
"fighter/bomber"<br />
"transport"<br />
"freighter"<br />
"awacs"<br />
"gas miner"<br />
"cruiser"<br />
"corvette"<br />
"capital"<br />
"super cap"<br />
"drydock"<br />
"knossos device" )<br />
+Turrets attack this: YES<br />
$Vaporize Percent Chance: 0.0<br />
<br />
$Name: Sentry Gun<br />
$Counts for Alone: YES<br />
$On Hotkey List: YES<br />
$Target as Threat: YES<br />
$Show Attack Direction: YES<br />
$Max Debris Speed: 200<br />
$FF Multiplier: 0.10<br />
$EMP Multiplier: 10.0<br />
$Fog:<br />
+Start dist: 10.0<br />
+Compl dist: 500.0<br />
+Disappear factor: 1.5<br />
$AI:<br />
+Accept Player Orders: NO<br />
+Auto attacks: YES<br />
+Actively Pursues: ( "navbuoy"<br />
"sentry gun"<br />
"escape pod"<br />
"cargo"<br />
"support"<br />
"stealth"<br />
"fighter"<br />
"bomber"<br />
"fighter/bomber"<br />
"transport"<br />
"freighter"<br />
"awacs"<br />
"gas miner"<br />
"cruiser"<br />
"corvette"<br />
"capital"<br />
"super cap"<br />
"drydock"<br />
"knossos device" )<br />
+Guards attack this: YES<br />
+Turrets attack this: YES<br />
$Vaporize Percent Chance: 0.0<br />
<br />
$Name: Cargo<br />
$Scannable: YES<br />
$Max Debris Speed: 200<br />
$FF Multiplier: 0.10<br />
$EMP Multiplier: 10.0<br />
$Beams Easily Hit: YES<br />
$Fog:<br />
+Start dist: 10.0<br />
+Compl dist: 500.0<br />
+Disappear factor: 1.5<br />
$AI:<br />
+Passive docks: ( "cargo" )<br />
$Vaporize Percent Chance: 0.0<br />
<br />
$Name: support<br />
$Counts for Alone: YES<br />
$Praise Destruction: YES<br />
$On Hotkey List: YES<br />
$Target as Threat: YES<br />
$Show Attack Direction: YES<br />
$Warp Pushable: YES<br />
$Max Debris Speed: 200<br />
$FF Multiplier: 1.0<br />
$EMP Multiplier: 3.5<br />
$Fog:<br />
+Start dist: 10.0<br />
+Compl dist: 500.0<br />
+Disappear factor: 1.5<br />
$AI:<br />
+Valid goals: ( "fly to ship"<br />
"dock"<br />
"undock"<br />
"waypoints"<br />
"waypoints once"<br />
"stay near ship"<br />
"keep safe dist"<br />
"stay still"<br />
"play dead" )<br />
+Accept Player Orders: YES<br />
+Player orders: ( "rearm me"<br />
"abort rearm"<br />
"stay near me"<br />
"stay near ship"<br />
"keep safe dist"<br />
"depart" )<br />
+Auto attacks: YES<br />
+Actively Pursues: ( "navbuoy"<br />
"sentry gun"<br />
"escape pod"<br />
"cargo"<br />
"support"<br />
"stealth"<br />
"fighter"<br />
"bomber"<br />
"fighter/bomber"<br />
"transport"<br />
"freighter"<br />
"awacs"<br />
"gas miner"<br />
"cruiser"<br />
"corvette"<br />
"capital"<br />
"super cap"<br />
"drydock"<br />
"knossos device" )<br />
+Guards attack this: YES<br />
+Turrets attack this: YES<br />
+Active docks: ( "support" )<br />
$Vaporize Percent Chance: 0.0<br />
<br />
$Name: Fighter<br />
$Counts for Alone: YES<br />
$Praise Destruction: YES<br />
$On Hotkey List: YES<br />
$Target as Threat: YES<br />
$Show Attack Direction: YES<br />
$Warp Pushable: YES<br />
$Max Debris Speed: 200<br />
$FF Multiplier: 1.0<br />
$EMP Multiplier: 4.0<br />
$Fog:<br />
+Start dist: 10.0<br />
+Compl dist: 500.0<br />
+Disappear factor: 1.5<br />
$AI:<br />
+Valid goals: ( "fly to ship"<br />
"attack ship"<br />
"waypoints"<br />
"waypoints once"<br />
"depart"<br />
"attack subsys"<br />
"attack wing"<br />
"guard ship"<br />
"disable ship"<br />
"disarm ship"<br />
"attack any"<br />
"ignore ship"<br />
"ignore ship (new)"<br />
"guard wing"<br />
"evade ship"<br />
"stay still"<br />
"play dead"<br />
"stay near ship"<br />
"keep safe dist" )<br />
+Accept Player Orders: YES<br />
+Player Orders: ( "attack ship"<br />
"disable ship"<br />
"disarm ship"<br />
"guard ship"<br />
"ignore ship"<br />
"ignore ship (new)"<br />
"form on wing"<br />
"cover me"<br />
"attack any"<br />
"depart"<br />
"disable subsys" )<br />
+Auto attacks: YES<br />
+Actively Pursues: ( "navbuoy"<br />
"sentry gun"<br />
"escape pod"<br />
"cargo"<br />
"support"<br />
"stealth"<br />
"fighter"<br />
"bomber"<br />
"fighter/bomber"<br />
"transport"<br />
"freighter"<br />
"awacs"<br />
"gas miner"<br />
"cruiser"<br />
"corvette"<br />
"capital"<br />
"super cap"<br />
"drydock"<br />
"knossos device" )<br />
+Guards attack this: YES<br />
+Turrets attack this: YES<br />
+Can Form Wing: YES<br />
+Passive docks: ( "support" )<br />
$Vaporize Percent Chance: 0.0<br />
<br />
$Name: Bomber<br />
$Counts for Alone: YES<br />
$Praise Destruction: YES<br />
$On Hotkey List: YES<br />
$Target as Threat: YES<br />
$Show Attack Direction: YES<br />
$Warp Pushable: YES<br />
$Max Debris Speed: 200<br />
$FF Multiplier: 1.0<br />
$EMP Multiplier: 4.0<br />
$Fog:<br />
+Start dist: 10.0<br />
+Compl dist: 500.0<br />
+Disappear factor: 1.5<br />
$AI:<br />
+Valid goals: ( "fly to ship"<br />
"attack ship"<br />
"waypoints"<br />
"waypoints once"<br />
"depart"<br />
"attack subsys"<br />
"attack wing"<br />
"guard ship"<br />
"disable ship"<br />
"disarm ship"<br />
"attack any"<br />
"ignore ship"<br />
"ignore ship (new)"<br />
"guard wing"<br />
"evade ship"<br />
"stay still"<br />
"play dead"<br />
"stay near ship"<br />
"keep safe dist" )<br />
+Accept Player Orders: YES<br />
+Player Orders: ( "attack ship"<br />
"disable ship"<br />
"disarm ship"<br />
"guard ship"<br />
"ignore ship"<br />
"ignore ship (new)"<br />
"form on wing"<br />
"cover me"<br />
"attack any"<br />
"depart"<br />
"disable subsys" )<br />
+Auto attacks: YES<br />
+Actively Pursues: ( "navbuoy"<br />
"sentry gun"<br />
"escape pod"<br />
"cargo"<br />
"support"<br />
"stealth"<br />
"fighter"<br />
"bomber"<br />
"fighter/bomber"<br />
"transport"<br />
"freighter"<br />
"awacs"<br />
"gas miner"<br />
"cruiser"<br />
"corvette"<br />
"capital"<br />
"super cap"<br />
"drydock"<br />
"knossos device" )<br />
+Guards attack this: YES<br />
+Turrets attack this: YES<br />
+Can Form Wing: YES<br />
+Passive docks: ( "support" )<br />
$Vaporize Percent Chance: 0.0<br />
<br />
$Name: Freighter<br />
$Counts for Alone: YES<br />
$Praise Destruction: YES<br />
$On Hotkey List: YES<br />
$Target as Threat: YES<br />
$Show Attack Direction: YES<br />
$Scannable: YES<br />
$Max Debris Speed: 150<br />
$FF Multiplier: 1.0<br />
$EMP Multiplier: 1.75<br />
$Beams Easily Hit: YES<br />
$Fog:<br />
+Start dist: 10.0<br />
+Compl dist: 600.0<br />
+Disappear factor: 2.0<br />
$AI:<br />
+Valid goals: ( "fly to ship"<br />
"attack ship"<br />
"attack wing"<br />
"dock"<br />
"waypoints"<br />
"waypoints once"<br />
"depart"<br />
"undock"<br />
"stay still"<br />
"play dead"<br />
"stay near ship" )<br />
+Accept Player Orders: YES<br />
+Player Orders: ( "attack ship"<br />
"dock"<br />
"depart" )<br />
+Auto attacks: YES<br />
+Attempt Broadside: YES<br />
+Actively Pursues: ( "transport"<br />
"freighter"<br />
"awacs"<br />
"gas miner"<br />
"cruiser"<br />
"corvette"<br />
"capital"<br />
"super cap"<br />
"drydock"<br />
"knossos device" )<br />
+Guards attack this: YES<br />
+Turrets attack this: YES<br />
+Can Form Wing: YES<br />
+Active docks: ( "cargo" )<br />
+Passive docks: ( "support" )<br />
$Vaporize Percent Chance: 0.0<br />
<br />
$Name: Cruiser<br />
$Counts for Alone: YES<br />
$Praise Destruction: YES<br />
$On Hotkey List: YES<br />
$Target as Threat: YES<br />
$Show Attack Direction: YES<br />
$Max Debris Speed: 150<br />
$FF Multiplier: 1.0<br />
$EMP Multiplier: 0.9<br />
$Beams Easily Hit: YES<br />
$Fog:<br />
+Start dist: 10.0<br />
+Compl dist: 600.0<br />
+Disappear factor: 2.0<br />
$AI:<br />
+Valid goals: ( "fly to ship"<br />
"attack ship"<br />
"attack wing"<br />
"dock"<br />
"waypoints"<br />
"waypoints once"<br />
"depart"<br />
"undock"<br />
"stay still"<br />
"play dead"<br />
"stay near ship" )<br />
+Accept Player Orders: YES<br />
+Player Orders: ( "attack ship"<br />
"depart" )<br />
+Auto attacks: YES<br />
+Attempt Broadside: YES<br />
+Actively Pursues: ( "transport"<br />
"freighter"<br />
"awacs"<br />
"gas miner"<br />
"cruiser"<br />
"corvette"<br />
"capital"<br />
"supercap"<br />
"drydock"<br />
"knossos" )<br />
+Guards attack this: YES<br />
+Turrets attack this: YES<br />
+Can Form Wing: YES<br />
+Passive docks: ( "support" )</pre><br />
$Vaporize Percent Chance: 0.0<br />
<br />
[[Category: Tables]]</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=Main_Page&diff=24021Main Page2009-07-16T05:04:40Z<p>Aardwolf: Added mention of special pages link (also in toolbox)</p>
<hr />
<div><center><br />
<br />
{| style="width:500px; border:solid 1px; background:;"<br />
|style="width:500px; text-align:center; white-space:nowrap; color:#000;"|<br />
<div style="font-size:162%; border:none; margin:0; padding:.1em; color:#FFF;">Welcome to the [[Main Page| FreeSpace Wiki]]</div><br />
<div style="top:+0.2em; font-size:95%; color:#FFF;">The ultimate source of FreeSpace info.</div><br />
<div id="articlecount&user count" style="width:100%; text-align:center; font-size:70%; color:#FFF;">There are [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles inside FS Wiki, and [[Special:Statistics|{{NUMBEROFUSERS}}]] registered users.</div><br />
|}<br />
<br />
</center><br />
<br />
<br />
<br />
{{Main nav}}<br />
<br />
The ''FreeSpace'' Wiki is designed to be a comprehensive source of data for the ''FreeSpace'' series of games, including information about the games themselves, the FreeSpace universe, and community activities such as modding and the Source Code Project. It also contains help with some of the more common problems, such as setting up multiplayer and obtaining the FreeSpace games, which can be quite difficult in stores.<br />
<br />
<br />
Anyone can edit the FreeSpace Wiki, and we encourage you to do so, but please read our [[canon|Canon Policy]] for information on what sort of data should be submitted, and how to submit it, before you begin. You should also note that registration is required to edit the FreeSpace Wiki. If you want to contribute but can not decide where to begin then you could start with going through the [[Freespace_Wiki:Requested_Pages|requested pages]]. Another place you may want to look at is the [[Special:SpecialPages|Special pages]] listing.<br />
<br />
<br />
Lastly, if you want to add a Veteran Comment, please read [[Veteran comments policy|The New Veteran Comments Policy.]]<br />
{{Featured Campaign}}<br />
<br />
[[Category:Main]]</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=Blue_Planet:_War_in_Heaven&diff=24020Blue Planet: War in Heaven2009-07-16T04:12:33Z<p>Aardwolf: Changed phrasing of the link to the UEF article</p>
<hr />
<div>==General Info==<br />
<br />
'''Author:''' Darius<br />
<br />
'''Additional team members:''' General Battuta, Rian<br />
<br />
'''Missions:''' Unknown<br />
<br />
'''Mods included:'''<br />
<br />
* A new race, with ships and beam sounds<br />
* An additional Terran faction, the [[United Earth Federation]], with ships and weapons<br />
* New GTVA ships and weapons to reflect the next generation of technology<br />
* Head ANIs<br />
* 3 new music soundtracks and other event-triggered tracks<br />
<br />
'''Status:''' WIP<br />
<br />
'''Required:'''<br />
To be filled in later.<br />
<br />
==Description==<br />
A young pilot tries to find meaning in a meaningless conflict. A visionary prophet does all he can to prove false premonitions of events which must not come to pass. A nation struggles to unite its people in an era of peace and prosperity, despite being beset on all sides. Meanwhile, two powerful alien races watch from afar, waiting to see if humankind will fulfill its potential as the Great Creators.<br />
<br />
War in Heaven takes place eighteen months after the events of Blue Planet: Age of Aquarius and details the final stages of the civil war between Sol and the rest of her colonies.<br />
<br />
''"In the future, it will not be said that the Earthborn fight like Vasudans, but that Vasudans fight like the Earthborn."'' -- Emperor Khonsu II, 2386 <br />
<br />
==Player Comments==<br />
To be filled in later.<br />
<br />
==Related Links==<br />
<br />
No links are available yet.<br />
<br />
[[Category: User-made Campaigns]]<br />
[[Category: Blue Planet]]</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=ST_Azrael&diff=24019ST Azrael2009-07-16T03:55:31Z<p>Aardwolf: /* Veteran Comments */ engine system remark</p>
<hr />
<div>{{FS12_Ships}}<br />
{{shipimage|image=[[Image:azrael320x240.jpg]]|caption=The ST Azrael}}<br />
<br />
==Description:==<br />
<br />
===FS1 Tech Room Description===<br />
The Azrael is most likely a Shivan transport. While we are not completely sure of its uses, we do know that they can house many Shivans. It is not very heavily armored, and its weaponry is not too strong. This makes the Azrael the most common target for capture attempts.<br />
<br />
===FS2 Tech Room Description===<br />
Encountered on rare occasions since the Shivans first entered the Great War, the ST Azrael is the only known class of Shivan transport. Little is known about it even now, but it is believed to house many Shivans within its thin hulls. Since Azraels might be carrying Shivan pilots or other skilled crew members, it is always worthwhile to eliminate these lightly defended ships.<br />
<br />
===Developer Notes===<br />
None<br />
<br />
===Name origin===<br />
Azrael is one name for the angel of death in Islam. The name literally means "assistant of god."<br />
<br />
==Performance:==<br />
===Statistics===<br />
{|<br />
|-<br />
| style="width:200px" | '''[[Technical_Terms_and_Definitions#Type|Type]]'''<br />
| style="width:200px" | Transport<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''<br />
| Unknown<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''<br />
| 55.0 mps<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''<br />
| N/A<br />
|-<br />
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]<br />
| 2 000<br />
|-<br />
| [[Technical_Terms_and_Definitions#Shields|Shields]]<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''<br />
| 46 m<br />
|}<br />
<br />
===Armaments===<br />
<br />
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#351515;"| '''FreeSpace 1'''<br />
| colspan=2 style="background:#300505;"| '''FreeSpace 2'''<br />
|- align="center"<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
|- align="center"<br />
| [[Shivan Light Laser]]<br />
| 3<br />
| [[Shivan Light Laser]]<br />
| 3<br />
|}<br />
<br />
===Veteran Comments===<br />
{{comment|''The Shivan equivalent to the [[GTT Elysium|Elysium]], moderately better armed. No problem to take out, but don't destroy them too eagerly in [[Shell Game]].''<br />
<br />
<br />
''As for the ship itself, the Shivan Light Lasers are weak, but they're surprisingly accurate and rapid. If you don't pay attention, they'll nibble you down.''<br />
<br />
<br />
''Something I've never personally observed but have heard about a lot: the Azrael can't be disabled because of the placement of the engine system.''}}<br />
<br />
<br />
[[Category:Ship]]</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=Deprecation&diff=24018Deprecation2009-07-16T03:52:31Z<p>Aardwolf: Entry about -trans textures, based on something in the Texturing article which links here</p>
<hr />
<div>When a feature or function is deprecated, this means that future versions will not support it. Although it may work in current or older versions of the software, the relevant code will not be updated, and it will eventually be deleted outright. Projects that rely on deprecated features or functions should find another way to accomplish the same effect.<br />
<br />
== Deprecated Features ==<br />
*DirectX API. The game now uses OpenGL.<br />
*AVI and MPG format support, both used through system player. Currently, the game has built-in support for original uncompressed MVE format clips and compressed Theora OGG ones.<br />
*It is no longer possible to use FreeSpace 1-style nebulae in [[Portal:FRED|FRED2]]. Setting up a nebula that way will crash the mission editor.<br />
*The ''-htl'' flag is no longer necessary ever since FreeSpace Open 3.6(?). In fact, now there's a ''[[Command-Line_Reference#-nohtl|-nohtl]]'' flag.<br />
*The ''[[Command-Line_Reference#-jpgtga|-jpgtga]]'' flag is no longer necessary since FreeSpace Open 3.6.10. It's always on.<br />
*The ''[[Command-Line_Reference#-pcx32|-pcx32]]'' flag is no longer present.<br />
*The ''[[Command-Line_Reference#-alpha_env|-alpha_env]]'' flag is no longer necessary since FreeSpace Open 3.6.10. It's always on.<br />
*The ''[[Command-Line_Reference#-2d_poof|-2d_poof]]'' flag is no longer necessary since FreeSpace Open 3.6.10. It's always on.<br />
*Smart shield recharging (''[[Command-Line_Reference#-smart_shields|-smart_shields]]'' flag) has been converted into an Ai_profiles.tbl feature. It is no longer controlled through a command line flag.<br />
*The ''[[Command-Line_Reference#-rlm|-rlm]]'' flag is no longer necessary. It's always on.<br />
*Special textures with the suffix -trans are no longer used.<br />
<br />
[[Category:Source Code Project]]</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=SEXP_Reference&diff=24017SEXP Reference2009-07-16T03:45:31Z<p>Aardwolf: fixed two of the redirects</p>
<hr />
<div>{{Disambiguation}}<br />
*[[Retail SEXPs|Retail SEXP Reference]]<br />
*[[Retail Logical SEXP Reference]]<br />
*[[Retail Objectives SEXP Reference]]<br />
*[[Retail Time SEXP Reference]]<br />
*[[SCP SEXPs|SCP SEXP Reference]]</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=Animation_Code&diff=24016Animation Code2009-07-16T03:34:24Z<p>Aardwolf: modifed link so it actually works</p>
<hr />
<div>{{TableVersion|5211|5332}}<br />
<br />
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 />
==Important Note: "$triggered:" Subobject Property==<br />
For any animated subobject other than turrets, you must have "$triggered:" written in the subobject properties field of that subobject for the model file (POF) that you wish to animate. See [[Subsystem]] for more information on Subsystem flags and options.<br />
<br />
==$Animation:==<br />
{{Table3610|*Animation classes are defined in submodels description<br />
*Syntax: '''String''', animation ''class''<br />
*'''Available animation types:'''<br />
**Triggered}}<br />
<br />
<br />
===Animation Type===<br />
{{Table3610|<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. Unlike other animation types this requires only '''angle''' to be set<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 selected (armed)<br />
**'''secondary_bank'''<br />
***Animation code is started when a secondary bank is selected (armed)<br />
**'''door'''<br />
***Animation code starts when ship launches or retrives others through it's fighterbay.<br />
**'''afterburner'''<br />
***Animation code is started when ships afterburner is engaged<br />
**'''turret firing'''<br />
***Animation code is started when selected turret is firing<br />
**'''scripted'''<br />
***Animation code is started when it is triggered with scripts (see [[scripting.tbl]])<br />
*Syntax: '''$type:''' ''Type''}}<br />
<br />
<br />
===Animation Sub-Type===<br />
{{Table3610|<br />
*Optional more accurate descriptor for the animation type<br />
*'''primary bank''' or '''secondary bank'''<br />
**Syntax: '''+sub_type:''' ''Value'', 0 is the 1st weapon bank, 1 is the 2nd weapon bank, etc.<br />
*'''turret firing'''<br />
**Syntax: '''+sub_type:''' ''Value'', model number of the turret that triggers the animation. NOTE: This feature currently does not work on multipart turrets.<br />
}}<br />
<br />
<br />
===Animation Code===<br />
<br />
<br />
====Initial type====<br />
{{Table3610|<br />
*'''+delay:'''<br />
**Defines how long til the trigger starts.<br />
**Syntax: '''Integer''', milliseconds<br />
*'''+reverse_delay:'''<br />
**Syntax: '''Integer'''<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: '''Vector''', three ''floats'' in degrees, x, y, z respectively<br />
**Example: ''90,180,0''<br />
*'''+velocity:'''<br />
**Defines subobject rotation speed, in relative terms. Defined with x, y and z floats.<br />
**Syntax: '''Vector''', three ''floats'', x, y, z respectively<br />
*'''+acceleration:'''<br />
**Defeines acceleration speed of subobject rotation. Defined with three floats, x, y and z<br />
**Syntax: '''Vector''', three ''floats'', x, y, z respectively<br />
*'''+time:'''<br />
**Defines time for object to rotate, move, whatever.<br />
**Syntax: '''Integer''', milliseconds}}<br />
<br />
<br />
====Other types====<br />
{{Table3610|<br />
*'''+delay:'''<br />
**Defines how long til the trigger starts.<br />
**Syntax: '''Integer''', milliseconds<br />
*'''+reverse_delay:'''<br />
**Defines how long til the trigger starts.<br />
**Syntax: '''Integer''', milliseconds<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: '''Vector''', three ''floats'' in degrees, x, y, z respectively<br />
**Example: ''90,180,0''<br />
*'''+velocity:'''<br />
**Defines subobject rotation speed, in relative terms. Defined with x, y and z floats.<br />
**Syntax: '''Vector''', three ''floats'', x, y, z respectively<br />
*'''+acceleration:'''<br />
**Defeines acceleration speed of subobject rotation. Defined with three floats, x, y and z<br />
**Syntax: '''Vector''', three ''floats'', x, y, z respectively<br />
*'''+time:'''<br />
**Defines time for object to rotate, move, whatever.<br />
**Syntax: '''Integer''', milliseconds<br />
*'''$Sound:''' (Does not work with 'initial' animations)<br />
**Defines sounds that are played with the animation<br />
**'''+Start:'''<br />
***Defines the sound that is played when animation starts<br />
***Syntax: '''Integer'''<br />
**'''+Loop:'''<br />
***Defines the sound that is played when animation is going on<br />
***Syntax: '''Integer'''<br />
**'''+End:'''<br />
***Defines the sound that is played when animation stops<br />
***Syntax: '''Integer'''<br />
**'''+Radius:'''<br />
***Defines the distance from the submodel where the sound is audible<br />
***Syntax: '''Float''', meters}}<br />
<br />
<br />
==Animation Examples==<br />
<br />
<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 forwards the second value has to be set to 180.<br />
<br />
<br />
====Examples====<br />
<br />
<pre><br />
$Subsystem: turret02,0.833,1.0<br />
$Default PBanks: ( "Terran Turret" )<br />
$animation: triggered<br />
$type: initial<br />
+relative_angle: 90,180,0<br />
</pre><br />
<br />
<pre><br />
$Subsystem: DockingClaw1, 0, 1.0<br />
$Flags: ( "untargetable" )<br />
$animation: triggered<br />
$type: docking ;;The claw opens on approach<br />
+sub_type: 0 ;;The number of the associated dock (works with multidocking)<br />
+delay: 0<br />
+relative_angle: 0,0,90<br />
+velocity: 0,0,10<br />
+acceleration: 0,0,5<br />
+time: 2000<br />
$animation: triggered<br />
$type: docked ;;The claw closes once docked<br />
+sub_type: 0<br />
+delay: 0<br />
+relative_angle: 0,0,-90<br />
+velocity: 0,0,10<br />
+acceleration: 0,0,5<br />
+time: 2000<br />
</pre><br />
<br />
[[Category:Tables]]</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=Animation_Code&diff=24015Animation Code2009-07-16T03:33:53Z<p>Aardwolf: added a note + link to Subsystem article</p>
<hr />
<div>{{TableVersion|5211|5332}}<br />
<br />
Known commonly as Bob's animation code as the code was written by Bobboau. Enables submodels defined in [[ships.tbl]] or in any related modular table to be animated in game. Animation code is included to the subsystem entry in similar manner as with [[Animation_Code#Setting_Turret_Angle|multipart turrets]]<br />
<br />
==Important Note: "$triggered:" Subobject Property==<br />
For any animated subobject other than turrets, you must have "$triggered:" written in the subobject properties field of that subobject for the model file (POF) that you wish to animate. See [Subsystem] for more information on Subsystem flags and options.<br />
<br />
==$Animation:==<br />
{{Table3610|*Animation classes are defined in submodels description<br />
*Syntax: '''String''', animation ''class''<br />
*'''Available animation types:'''<br />
**Triggered}}<br />
<br />
<br />
===Animation Type===<br />
{{Table3610|<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. Unlike other animation types this requires only '''angle''' to be set<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 selected (armed)<br />
**'''secondary_bank'''<br />
***Animation code is started when a secondary bank is selected (armed)<br />
**'''door'''<br />
***Animation code starts when ship launches or retrives others through it's fighterbay.<br />
**'''afterburner'''<br />
***Animation code is started when ships afterburner is engaged<br />
**'''turret firing'''<br />
***Animation code is started when selected turret is firing<br />
**'''scripted'''<br />
***Animation code is started when it is triggered with scripts (see [[scripting.tbl]])<br />
*Syntax: '''$type:''' ''Type''}}<br />
<br />
<br />
===Animation Sub-Type===<br />
{{Table3610|<br />
*Optional more accurate descriptor for the animation type<br />
*'''primary bank''' or '''secondary bank'''<br />
**Syntax: '''+sub_type:''' ''Value'', 0 is the 1st weapon bank, 1 is the 2nd weapon bank, etc.<br />
*'''turret firing'''<br />
**Syntax: '''+sub_type:''' ''Value'', model number of the turret that triggers the animation. NOTE: This feature currently does not work on multipart turrets.<br />
}}<br />
<br />
<br />
===Animation Code===<br />
<br />
<br />
====Initial type====<br />
{{Table3610|<br />
*'''+delay:'''<br />
**Defines how long til the trigger starts.<br />
**Syntax: '''Integer''', milliseconds<br />
*'''+reverse_delay:'''<br />
**Syntax: '''Integer'''<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: '''Vector''', three ''floats'' in degrees, x, y, z respectively<br />
**Example: ''90,180,0''<br />
*'''+velocity:'''<br />
**Defines subobject rotation speed, in relative terms. Defined with x, y and z floats.<br />
**Syntax: '''Vector''', three ''floats'', x, y, z respectively<br />
*'''+acceleration:'''<br />
**Defeines acceleration speed of subobject rotation. Defined with three floats, x, y and z<br />
**Syntax: '''Vector''', three ''floats'', x, y, z respectively<br />
*'''+time:'''<br />
**Defines time for object to rotate, move, whatever.<br />
**Syntax: '''Integer''', milliseconds}}<br />
<br />
<br />
====Other types====<br />
{{Table3610|<br />
*'''+delay:'''<br />
**Defines how long til the trigger starts.<br />
**Syntax: '''Integer''', milliseconds<br />
*'''+reverse_delay:'''<br />
**Defines how long til the trigger starts.<br />
**Syntax: '''Integer''', milliseconds<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: '''Vector''', three ''floats'' in degrees, x, y, z respectively<br />
**Example: ''90,180,0''<br />
*'''+velocity:'''<br />
**Defines subobject rotation speed, in relative terms. Defined with x, y and z floats.<br />
**Syntax: '''Vector''', three ''floats'', x, y, z respectively<br />
*'''+acceleration:'''<br />
**Defeines acceleration speed of subobject rotation. Defined with three floats, x, y and z<br />
**Syntax: '''Vector''', three ''floats'', x, y, z respectively<br />
*'''+time:'''<br />
**Defines time for object to rotate, move, whatever.<br />
**Syntax: '''Integer''', milliseconds<br />
*'''$Sound:''' (Does not work with 'initial' animations)<br />
**Defines sounds that are played with the animation<br />
**'''+Start:'''<br />
***Defines the sound that is played when animation starts<br />
***Syntax: '''Integer'''<br />
**'''+Loop:'''<br />
***Defines the sound that is played when animation is going on<br />
***Syntax: '''Integer'''<br />
**'''+End:'''<br />
***Defines the sound that is played when animation stops<br />
***Syntax: '''Integer'''<br />
**'''+Radius:'''<br />
***Defines the distance from the submodel where the sound is audible<br />
***Syntax: '''Float''', meters}}<br />
<br />
<br />
==Animation Examples==<br />
<br />
<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 forwards the second value has to be set to 180.<br />
<br />
<br />
====Examples====<br />
<br />
<pre><br />
$Subsystem: turret02,0.833,1.0<br />
$Default PBanks: ( "Terran Turret" )<br />
$animation: triggered<br />
$type: initial<br />
+relative_angle: 90,180,0<br />
</pre><br />
<br />
<pre><br />
$Subsystem: DockingClaw1, 0, 1.0<br />
$Flags: ( "untargetable" )<br />
$animation: triggered<br />
$type: docking ;;The claw opens on approach<br />
+sub_type: 0 ;;The number of the associated dock (works with multidocking)<br />
+delay: 0<br />
+relative_angle: 0,0,90<br />
+velocity: 0,0,10<br />
+acceleration: 0,0,5<br />
+time: 2000<br />
$animation: triggered<br />
$type: docked ;;The claw closes once docked<br />
+sub_type: 0<br />
+delay: 0<br />
+relative_angle: 0,0,-90<br />
+velocity: 0,0,10<br />
+acceleration: 0,0,5<br />
+time: 2000<br />
</pre><br />
<br />
[[Category:Tables]]</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=GVI_Abthys&diff=24014GVI Abthys2009-07-16T02:04:27Z<p>Aardwolf: oops, just noticed that was in the tech desc. and shouldn't be changed</p>
<hr />
<div>{{User-made Ships|''GVI '''Abthys'''''}}<br />
<br />
<br />
{{shipimage|image=[[Image:abthys.jpg]]|caption=GVI Abthys}}<br />
<br />
==Description:==<br />
<br />
===Tech Room Description===<br />
Mesuring at 5800 meters in width and length, the collosal Abthys follows the gracefull design typical for vasudan engineers. It's size, coupled with awensome [sic] firepower and large fighter complement make it into a real death star.<br />
<br />
===Credits===<br />
*Model by the '''Trashman'''<br />
<br />
<br />
==Performance:==<br />
===Statistics===<br />
{|<br />
|-<br />
| style="width:200px" | '''[[Technical_Terms_and_Definitions#Type|Type]]'''<br />
| style="width:200px" | Installation<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''<br />
| Unknown<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''<br />
| N/A<br />
|-<br />
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]<br />
| 1 200 000<br />
|-<br />
| [[Technical_Terms_and_Definitions#Shields|Shields]]<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Width|Width]]'''<br />
| 5847 m<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Height|Height]]'''<br />
| 2187 m<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''<br />
| 5847 m<br />
|}<br />
<br />
===Armaments===<br />
<br />
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#351515;"| '''Default Statistics'''<br />
|- align="center"<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
|- align="center"<br />
| [[LRBVas]]<br />
| 8<br />
|- align="center"<br />
| [[AAAf]]<br />
| 16<br />
|- align="center"<br />
| [[Heavy Plasma Cannon]]<br />
| 2 (x2)<br />
|- align="center"<br />
| [[Long Range Flak]]<br />
| 8<br />
|- align="center"<br />
| [[Vasudan Turret]]<br />
| 32<br />
|}<br />
<br />
===Veteran Comments===<br />
{{comment|}}<br />
<br />
==Download link:==<br />
Trashman's COST Shippack: http://rapidshare.com/files/80182912/FOW_COTS_SHIPS.rar.html</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=GVI_Abthys&diff=24013GVI Abthys2009-07-16T02:03:43Z<p>Aardwolf: typo in the word 'awensome'</p>
<hr />
<div>{{User-made Ships|''GVI '''Abthys'''''}}<br />
<br />
<br />
{{shipimage|image=[[Image:abthys.jpg]]|caption=GVI Abthys}}<br />
<br />
==Description:==<br />
<br />
===Tech Room Description===<br />
Mesuring at 5800 meters in width and length, the collosal Abthys follows the gracefull design typical for vasudan engineers. It's size, coupled with awesome firepower and large fighter complement make it into a real death star.<br />
<br />
===Credits===<br />
*Model by the '''Trashman'''<br />
<br />
<br />
==Performance:==<br />
===Statistics===<br />
{|<br />
|-<br />
| style="width:200px" | '''[[Technical_Terms_and_Definitions#Type|Type]]'''<br />
| style="width:200px" | Installation<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''<br />
| Unknown<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''<br />
| N/A<br />
|-<br />
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]<br />
| 1 200 000<br />
|-<br />
| [[Technical_Terms_and_Definitions#Shields|Shields]]<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Width|Width]]'''<br />
| 5847 m<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Height|Height]]'''<br />
| 2187 m<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''<br />
| 5847 m<br />
|}<br />
<br />
===Armaments===<br />
<br />
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#351515;"| '''Default Statistics'''<br />
|- align="center"<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
|- align="center"<br />
| [[LRBVas]]<br />
| 8<br />
|- align="center"<br />
| [[AAAf]]<br />
| 16<br />
|- align="center"<br />
| [[Heavy Plasma Cannon]]<br />
| 2 (x2)<br />
|- align="center"<br />
| [[Long Range Flak]]<br />
| 8<br />
|- align="center"<br />
| [[Vasudan Turret]]<br />
| 32<br />
|}<br />
<br />
===Veteran Comments===<br />
{{comment|}}<br />
<br />
==Download link:==<br />
Trashman's COST Shippack: http://rapidshare.com/files/80182912/FOW_COTS_SHIPS.rar.html</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=SF_Succubus_(INF)&diff=24012SF Succubus (INF)2009-07-16T01:58:25Z<p>Aardwolf: changed wording of 'see also' note</p>
<hr />
<div>{{User-made Ships|''SF '''Succubus'''''}}<br />
<br />
''For the Nukemod fighter of the same name, see [[SF Succubus (Nukemod)]]''<br />
<br />
{{shipimage|image=[[Image:succubus2.jpg]]|caption=SF Succubus}}<br />
<br />
==Description:==<br />
<br />
===Tech Room Description===<br />
None<br />
<br />
===Credits===<br />
*Model by '''Venom(Nico)''' with conversion help from '''Woomeister'''<br />
<br />
==Performance:==<br />
===Statistics===<br />
{|<br />
|-<br />
| style="width:200px" | '''[[Technical_Terms_and_Definitions#Type|Type]]'''<br />
| style="width:200px" | Interceptor<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''<br />
| Shivans<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]'''<br />
| Unknown<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''<br />
| Unknown<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''<br />
| Unknown<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''<br />
| Unknown<br />
|-<br />
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]<br />
| Unknown<br />
|-<br />
| [[Technical_Terms_and_Definitions#Shields|Shields]]<br />
| Unknown<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''<br />
| 17 m<br />
|}<br />
<br />
===Armaments===<br />
<br />
<br />
*'''[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#351515;"| '''Default Statistics'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Guns<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 4<br />
| Unknown<br />
|- align="center"<br />
| 2nd<br />
| 4<br />
| Unknown<br />
|- align="center"<br />
| colspan=3| Compatible Primaries<br />
|-<br />
| colspan=3| None Listed <br />
|}<br />
<br />
<br />
<br />
*'''[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#351515;"| '''Default Statistics'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Capacity<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| Unknown<br />
| Unknown<br />
|- align="center"<br />
| colspan=3| Compatible Secondaries<br />
|-<br />
| colspan=3| None Listed<br />
|}<br />
<br />
===Veteran Comments===<br />
{{comment|Originally from the Over the Top Model Dump. No Data is provided for this ship.}}<br />
<br />
==Related Links:==<br />
*[[Over The Top]]:<br />
**'''[http://www.freespacemods.net/download.php?view.165 Download | FreeSpaceMods.net]'''</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=Various_Terms&diff=23966Various Terms2009-07-10T00:55:57Z<p>Aardwolf: Added OTT to campaigns list, indented some INF entries</p>
<hr />
<div>This is a list of '''terms, abbreviations, and other jargon''' that the FreeSpace community uses.<br />
<br />
==Fan Terminology==<br />
* '''AAA''' - Anti-figther beam<br />
* '''AWOL''' - Absent without leave. In FreeSpace, it is used to refer to the debriefing stage that tells the pilot when he left the area without being authorized to do so.<br />
* '''CM''' - Countermeasure<br />
* '''CB''' - Command Briefing.<br />
* '''CBAnim''' - Command Briefing animation.<br />
* '''Colly''' - The [[GTVA Colossus|GTVA ''Colossus'']]<br />
* '''[[FRED]]''' - FReespace EDitor. The program created by Volition to make the mission and campaigns for both FreeSpace games. Released to the public along with said games.<br />
* '''SEXP''' - Symbolic EXPressions. Special function strings within FRED that allow for complex mission objectives and other things to be carried out by a mission bulider.<br />
* '''[[Portal:FreeSpace 1 | FS1]]''' - Descent: FreeSpace, The Great War. Also called Conflict: FreeSpace, The Great War in Europe. The first game of the series.<br />
* '''[[Portal:FreeSpace 2 | FS2]]''' - FreeSpace 2. The second game of the series.<br />
* '''[[FreeSpace 3 | FS3]]''' - FreeSpace 3. Would be the third game of the series, but it won't happen. There is no FS3.<br />
* '''FS2_Open''' - The open source version of FS2.<br />
* '''FSO''' - The open source version of FS2. Used interchangably with FS2_Open.<br />
* '''GOG''' or '''GoG'''- Good Old Games. A digital distribution website that sells copies of FreeSpace 2. See [[Getting FreeSpace]].<br />
* '''GW''' - Game-warden - Smaller FS2 community.<br />
* '''Retail''' - The original, unaltered version of FreeSpace 2. (=not FreeSpace Open)<br />
* '''RTB''' - "Return to base." Used to refer to the directive that tells the player to return to base.<br />
* '''SCP''' - Source Code Project. The people responsible for creating, maintaining and debugging FS2_Open.<br />
* '''V''' or '''[V]''' - [[Volition]] Inc., the developer of FreeSpace and FreeSpace 2.<br />
* '''VBB''' - Volition Bulletin Board. The boards Volition maintained as a centre for the FS community. Now defunct.<br />
* '''HUD''' - Heads-up Display.<br />
* '''HOTU''' - Home of the Underdogs. A website used to have some copes of FreeSpace 2 for purchase. See also GOG<br />
* '''HLP''' - [[Hard Light Productions]], the hub of the FreeSpace community.<br />
* '''Lucy''' - The [[SD Lucifer|SD ''Lucifer'']]<br />
* '''VW''' - Volition Watch, developer fansite covering the FreeSpace, Red Faction and Summoner series. Awaiting demolition.<br />
* '''F2S''' - FreeSpace 2 Sector - Smaller FS2 community.<br />
* '''MediaVP''' or '''MVP''' - VP files with graphical enhancements for FreeSpace Open<br />
* '''SG''' - Sectorgame - Network which hosts F2S. Often used interchangably (though inaccurately) with F2S.<br />
* '''TC''' - Total Conversion. See [[Total conversions]]<br />
* '''FS2NetD''' - FS2 Network Game Monitor - Utility used to monitor FS2 network games being operated on the FS2Net servers.<br />
* '''FSPort''' - FreeSpace 1 ported to run on FreeSpace 2.<br />
<br />
===Abbreviations of campaign names===<br />
:''This list is incomplete and not necessarily up-to-date. See also [[Narwhal's Campaign List]]<br />
*The 158th: The 158th Banshee Squadron<br />
*AAB: Ascension and Beyond (dead)<br />
*[[AG]]: Alcibiades' Gamble<br />
*AHTW: All Hands to War (not hosted at HLP)<br />
*AotD: Angels of the Damned (not hosted at HLP)<br />
*[[ASW]]: Ancient-Shivan War<br />
*TAP: The Apocalypse Project<br />
*TBP: The Bablyon Project<br />
*BP: Blue Planet<br />
*BtRL: Beyond the Red Line (not hosted at HLP, it can be found on GW)<br />
*BWO: Blackwater Operations<br />
*CoW: Casualties of War<br />
*CoS: Nukemod - Children of Shiva (also refered to as Nukemod-CoS or just Nukemod)<br />
*[[CtS]]: Crossing the Styx<br />
*DEM: Deus Ex Machina<br />
*FA: FRED Academy (This is not a campaign)<br />
*FotG: Fate of the Galaxy (also known as the Star Wars Conversion)<br />
*FSC or FSPort: FreeSpace Conversion or FreeSpace Port (they're the same project)<br />
*FSU: FreeSpace Upgrade Project<br />
*INF: Inferno, can refer to any Inferno mod<br />
**INFA or INFA1: Inferno Alliance<br />
**INFA2: Sequel of INFA1 or INFA<br />
**INFR1: Inferno Release 1<br />
**INFASA: Inferno Alliance Standalone<br />
**INF SCP: Inferno SCP<br />
*ITHOV: Into the Halls of Valhalla<br />
*JAD: Just Another Day<br />
*JtEP: The Journey to Epsilon Pegasi<br />
*LM: The Lightning Marshal<br />
*MT: Machina Terra<br />
*MG: Mind Games<br />
*NTV: Neo-Terra Victorious<br />
*OTT: Over the Top<br />
*PI: The Procyon Insurgency <br />
*RR: Renegade Resurgence<br />
*SA: Scroll of Antankharzim<br />
*SoL: Shadows of Lylat (not hosted at HLP, it can be found on GW)<br />
*ST: Silent Threat<br />
*ST:R: Silent Threat: Reborn (a FreeSpace Port campaign)<br />
*SWC: See FotG (Fate of the Galaxy)<br />
*TI: Twisted Infinities<br />
*TotT: Teeth of the Tiger (Also ToT)<br />
*TTP: The Titan Project<br />
*TS: Technological Superiority (discontinued)<br />
*TVWP: Terran-Vasudan War Project<br />
*WCS: Wing Commander Saga<br />
<br />
===File extensions===<br />
These are FreeSpace-related extensions only.<br />
*.ani - Animation files such as explosions<br />
*.fc2 - FreeSpace 2 campaign<br />
*.fs2 - FreeSpace 2 mission<br />
*.fsm - FreeSpace 1 mission<br />
*.pof - Model files with additional gameplay-related information like position of subsystems, turrets, etc.<br />
*.tbl - Table file<br />
*.tbm - Modular table<br />
*.vp - Volition package files<br />
<br />
===Multiplayer Terminology===<br />
Following lists some of the terms commonly seen on multiplayer chat screens.<br />
*'''AE''': Area-Effect weapon. These include EMP missiles, Infyrnos and Piranhas.<br />
*'''AI:''' Computer-controlled ships<br />
*'''Coop''': Cooperative game. All players are on the same side and work together to accomplish the mission objectives.<br />
*'''Dogfight''': A free-for-all type of game, essentially the Deathmatch of FreeSpace. All players are on their own and fight for survival.<br />
*'''EMP:''' The EMP missile<br />
*'''Fire:''' The Infyrno missile<br />
*'''Fish:''' The Piranha missile<br />
* '''Lag''': "Jumpiness" in a multiplayer game due to slow Internet connections. FreeSpace has always had a lag problem, and even modern, high-speed connections have trouble hosting and playing online FreeSpace games. Can be greatly migitated by having all players set their "Object Update" setting to Low.<br />
* '''Lag bombing''': Double-linking your secondary slot, firing, then quickly switching to your other secondary slot and firing it. Continue cycling and firing secondary slots until the server finally updates and you must wait to reload. This is often outlawed in multiplayer games.<br />
*'''Lock/Unlock:''' Refers to the "Lock" button on the mission briefing screen. The host (or in TvT game, team captains) have to click the "Lock" button to allow other pilots/wingmates to make ship/loadout changes. <br />
*'''LOW (object updates):''' Setting the "Object Updates" on "LOW" 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 than 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).<br />
*'''SD:''' Self Destruct (by pressing SHIFT+END)<br />
*'''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.<br />
* '''Tab loading''': A procedure by which server lag allows one to load a ship with a weapon that it isn't able to carry by default, eg, Helios on a Perseus. Specifically, keep the TAB key held down while you switch ships and quickly jump to the weapons loadout screen to load a prohibited weapon on to your new ship. The server still thinks that you have your old ship selected, and so its "weapons permissions" will not update in time to prevent you from loading something illegal. This usually considered a cheat, but some of the old multiplayer maps were actually made to acommodate this tactic.<br />
*'''TvT''': Team versus Team game. The players are divided into two sides and fight for supremacy.<br />
<br />
[[Category:Multiplayer]]<br />
<br />
<br />
==Ingame Terminology==<br />
*'''ETS''' - Energy Transfer System<br />
*'''HUD''' - Heads-up Display. The interface the player uses while flying.<br />
*'''Subsystem''' - Targetable and destroyable systems of a ship, e. g. radars, engines.<br />
<br />
===Designation Prefixes===<br />
* GT_ - [[Galactic Terran Alliance | Galactic Terran]]<br />
* NT_ - [[Neo-Terran Front | Neo-Terran]]<br />
* GV_ - Galactic Vasudan<br />
* PV_ - [[Parliamentary Vasudan Empire | Parliamentary Vasudan]]<br />
* GTV_ - [[Galactic Terran-Vasudan Alliance | Galactic Terran-Vasudan]]<br />
* S_ - [[Shivan]]<br />
* A_ - [[Ancient]] (non-canon)<br />
* HL_ - [[Hammer of Light]] (non-canon, but very commonly used)<br />
<br />
===Designation Suffixes===<br />
* _A - [[Advanced Warning and Control System | AWACS]]<br />
* _B - Bomber<br />
* _C - Cruiser<br />
* _Ca - Carrier (non-canon)<br />
* _Cv - Corvette<br />
* _D - [[Destroyer]]<br />
* _Dr - Drone<br />
* _Dn - Dreadnaught (non-canon)<br />
* _EP - Escape Pod<br />
* _F - Fighter<br />
* _Fg - Frigate (non-canon)<br />
* _Ff - Frigate (non-canon)<br />
* _Fr or FR - Freighter<br />
* _G - Gas Miner<br />
* _H - Hive (non-canon)<br />
* _I - Installation<br />
* _J - [[Juggernaut]]<br />
* _M - Medical Ship<br />
* _NB - Navigation Buoy<br />
* _S - Support Ship<br />
* _SG - Sentry Gun<br />
* _SJ - Super Juggernaut (non-canon)<br />
* _T - Transport<br />
* _W - Weapon ([[Weapon Comparison (FS1) |FreeSpace 1]])([[Weapon Comparison (FS2) |FreeSpace 2]])<br />
<br />
===Fighter Units and Roles===<br />
<br />
*'''Wing''' - A unit of fightercraft, varying in size from one to six ships. The normal number is four. Ships of a wing are labelled by their wing name and a number (i.e. Alpha 1, Alpha 2, and so on). The GTVA uses the Greek alphabet for its wings and the signs of the zodiac for hostile wings. In FS1, Shivan wings were named after Hindu gods. '''Wing''' is also sometimes used for freighter or transport groups.<br />
*'''Squadron''' - Refers to an organized group of pilots, e. g. [[242nd Suicide Kings]]<br />
*'''Stealth Recon''' - Fighters that specialize in infiltrating hostile territory and acquiring information without being detected. The [[GTF Pegasus|GTF ''Pegasus'']] and the [[GVF Ptah|GVF ''Ptah'']] are the only canon stealth fighters.<br />
*'''Interceptor''' - A fighter role that aims at the destruction of hostile fighters and bombers. Interceptors are fast and agile, but are weakly shielded and armored.<br />
*'''Space Superiority''' - A versatile fighter role that is capable in all sorts of roles, except for bombing. A celebrated example of a Space Superiority fighter is the [[GTF Myrmidon|GTF ''Myrmidon'']]<br />
*'''Heavy Assault''' - Heavy Assault fighters have tremendous secondary capacity, heavy shielding and armoring at the expense of speed and maneuverability<br />
*'''Bomber''' - A bomber is a very heavy craft that specializes in carrying bombs. They attack freighter-size ship and above. Bombers are very slow and easily taken down without fighter escorts. Bombers are further categorized into light, medium, and heavy bombers.<br />
<br />
===Ship Types===<br />
<br />
'''Cruiser''' - Smallest combatant capital craft classification. Cruisers are at least several times the size of a fighter or bomber and possess mainly antifighter weaponry, with one or two (or in the case of the [[SC Rakshasa|SC ''Rakshasa'']], three) anticapital weapons. The defensive fire of a cruiser is rarely capable of stopping a determined bomber wing, and most are vulnerable to even a well-handled lone fighter. Unable to carry fighters. Canonical examples include the [[GTC Fenris|''Fenris'']] and the [[GTC Leviathan|''Leviathan'']]. In FS1, cruisers were deployed for both offensive and defensive tasks by all sides to any situation not requiring the attention of a destroyer. In FS2 Shivan cruisers are often deployed in mainline antiship and strike roles, while GTVA cruisers tend to be used as escorts and patrol craft.<br />
<br />
'''Corvette''' - Middle ground combatant capital craft, falling between the cruiser and the destroyer in size and capablity. Equipped with between two and four anticapital weapons and considerably more impressive antifighter armament than a cruiser. Corvettes are capable of defending themselves adequately against a small number of enemy fighters or bombers. With the exception of the [[SCv Moloch|SCv ''Moloch'']], corvettes are unable to carry fighters of their own. Corvettes appear to handle most of the antiship and strike duties for the GTVA fleet; Shivan corvettes are extremely rare and have only been deployed against GTVA destroyers canonically. Whether this is their role or not is guesswork.<br />
<br />
'''Destroyer''' - Large combatant capital craft, combining the functions of destroying enemy ships and transporting fighters. Destroyers vary wildly in armament and effectiveness against different types of targets. They will have at least one heavy-calibur anticapital weapon and probably several more, plus a number of cruiser-corvette anticapital weapons. Destroyers tend to need fighter cover more than corvettes; some of them actually mount fewer antifighter weapons, and all have much larger amounts of surface area that needs to be defended. Any situation with the direct involvement of a destroyer-class ship is by definition serious.<br />
<br />
'''Superdestroyer''' - Bigger, meaner, and tougher than a destroyer, yet too small for the juggernaut classification; first applied well before the juggernaut classification came into existence. Only the [[GTD Hades|''Hades'']] and [[SD Lucifer|''Lucifer'']] have canonically been given this classification. The nature of the canonical superdestroyers was such that any appearance by them indicates ''the'' major effort by the controlling side. Their success is often decisive for that system, while their failure is a blow that is difficult to recover from.<br />
<br />
'''Juggernaut''' - The pinnacle of combatant capital craft, a juggernaut is capable of making mincemeat out of an enemy fleet singlehanded and is superbly equipped to combat other capital craft. Due to its large surface area its defenses against fightercraft attack are generally somewhat thinly spread, but a juggernaut's sheer ability to absorb damage means that only another juggernaut or a mass attack by corvettes and destroyers is capable of destroying one in anything like a timely manner. Only the [[SJ Sathanas|SJ ''Sathanas'']] has canonically been given this classification, though the ''Colossus'' could also be classified as juggernaut. The presence of a juggernaut, like a superdestroyer, indicates the controlling side considers the mission absolutely essential; decisive for the system if not the campaign or the entire war.<br />
<br />
'''Installation''' - A space station, described as "installation" because of its size, self-sufficiency, and permanence. The only installation class canonically known is the [[GTI Arcadia|Arcadia]]. The [[Galactic Terran-Vasudan Alliance|GTVA's]] naming system for installations generally includes something indicating their nature. Installation Riveria, Tombaugh Station, [[Enif Station]], and the Vega Installation are examples.<br />
<br />
<br />
{{non-canon section|<br />
<br />
'''Carrier''' - Ship of any size whose primary purpose is to carry fightercraft, whether directly into combat or standing off and lending fightercraft support to ongoing operations as needed. <br />
<br />
'''Frigate''' - Semi-canonical ship class, both the Hippocrates and the Iceni have been referred to as frigates; the normally accepted role of a frigate is that of a pocket destroyer, lacking a fighterbay and fighter support facilities/crews enabling the ship to be shrunk down to only slightly bigger than a corvette. <br />
<br />
'''Dreadnought''' - Generally understood to be a destroyer-sized craft, but built for the sole purpose of ship-to-ship combat and lacking a fighterbay or supporting a very limited number of fighters purely for self-defense.}}<br />
<br />
===Weapons===<br />
*'''AAA''' or '''AA''' - Anti-fighter beam cannon<br />
*'''Aspect-seeking''' - A type of secondary that must acquire a lock to track the target. See [[GTM Harpoon]].<br />
*'''Blob turret''' - A primary weapon-based, warship-mounted turret. [[Terran Turret]] is a prototypical example of it.<br />
*'''Countermeasure''' or '''CM''' - An anti-missile defensive mechanism for fighter-sized craft.<br />
*'''Dumbfire''' - Secondary weapons cannot acquire any kind of lock on the target. See [[GTM Tempest]].<br />
*'''Heat-seeking''' - A type of secondary weapon that acquires instant lock on the nearest target and chases it until it gets out of its cone.<br />
*'''Primary''' - Primary weapons in ''FreeSpace'' are energy-based lasers.<br />
*'''Secondary''' - Secondary weapons in ''FreeSpace'' are missiles and bombs.<br />
*'''Slash beam''' - A slash beam is a type of beam weapon.<br />
*'''Swarm missile''' - Swarm missiles are secondary weapons that are fired in multiple numbers. See [[GTM Hornet]]<br />
<br />
==Terms related to modelling==<br />
*Greeble: Small piece of detail which serve no other purpose only to make a ship look better.<br />
*LOD: Level of Detail. The further you get away from a ship, the less detailed it will be rendered.<br />
*TrueView: A plugin utility for [[trueSpace]]. Ideal for building hierarchy. However, not a must.<br />
*Single-part turret: A single-part turret, is, in a word, a turret without any barrels.<br />
*Multi-part turret: A multi-part turret is, in a word, a turret with one, two or three barrels.<br />
<br />
[[Category:Lists]]</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=Awardable_Medals&diff=23662Awardable Medals2009-06-28T06:46:28Z<p>Aardwolf: Added advanced pilot wings image/description, clarified</p>
<hr />
<div>These is a list of '''known medals''' that Terran pilots may receive during their careers. The player must sometimes meet certain conditions apart from completing a mission to receive a given medal. In each game, there are two medals that are only granted if the player plays on at least Medium and impeccably completes a duo of missions.<br />
<br />
From a [[Portal:FRED|FREDding]] perspective, medals are awarded by the [[grant-medal]] [[SEXP|symbolic expression]]. If the player fails to progress with the campaign, as determined by the campaign file, he will not receive the medal anyhow.<br />
<br />
Players also receive "ace" ranks that can be acquired by scoring a given number of kills. There are three such ranks in both games: Ace, Double Ace, Triple Ace.<br />
<br />
==FreeSpace 1 Medals==<br />
<br />
{| cellspacing="25" cellpadding="2" style="background:black; color:white; text-align: center"<br />
|-<br />
! Picture<br />
! Name<br />
! Requirement<br />
! Mission<br />
|-<br />
| [[image:Fs1 ace.gif]]<br />
| '''Ace'''<br />
| 60 kills<br />
|-<br />
| [[image:Fs1 doubleace.gif]]<br />
| '''Double Ace'''<br />
| 150 kills<br />
|-<br />
| [[image:Fs1 tripleace.gif]]<br />
| '''Triple Ace'''<br />
| 350 kills<br />
|-<br />
| [[image:Fs1 wings.gif]]<br />
| '''Wings'''<br />
| Complete Basic Training 1-3<br />
|-<br />
| [[image:Fs1 advwings.gif]]<br />
| '''Adv. Pilot Wings'''<br />
| Complete Advanced Training<br />
|-<br />
| [[image:Fs1 commendationmedal.gif]]<br />
| '''Commendation Medal'''<br />
| [[Running the Gauntlet]]<br />[[Avenging Angels]]<br />
| Act 3 Mission 5<br />Act 1 Mission 4<br />
|-<br />
| [[image:Fs1 conspicuousgallantry.gif]]<br />
| '''Conspicuous Gallantry'''<br />
| [[The Big Bang]] <br />[[Last Hope]]<br />
| Act 2 Mission 2<br />Act 3 Mission 2<br />
|-<br />
| [[image:Fs1 distinguishedflyingcross.gif]]<br />
| '''Distinguished Flying Cross'''<br />
| [[The Field of Battle]]<br />[[Paving the Way]] <br />[[Enter the Dragon]]<br />
| Act 1 Mission 2<br />Act 1 Mission 6<br />Act 2 Mission 7<br />
|-<br />
| [[image:Fs1 distinguishedservicecross.gif]]<br />
| '''Distinguished Service Cross'''<br />
| [[La Ruota Della Fortuna]]<br />
| Act 2 Mission 3<br />
|-<br />
| [[image:Fs1 galacticservice.gif]]<br />
| '''Galactic Service'''<br />
| [[Good Luck]]<br />
| Act 3 Mission 9<br />
|-<br />
| [[image:Fs1 galateasurvivor.gif]]<br />
| '''Galatea Survivor'''<br />
| [[Doomsday]]<br />
| Act 2 Mission 10<br />
|-<br />
| [[image:Fs1 goodconduct.gif]]<br />
| '''Good Conduct'''<br />
| [[First Strike]]<br />[[A Failure to Communicate]]<br />[[Shell Game]]<br />
| Act 1 Mission 10<br />Act 3 Mission 3<br />Act 2 Mission 6<br />
|-<br />
| [[image:Fs1 legionofmerit.gif]]<br />
| '''Legion of Merit'''<br />
| [[Reaching the Zenith]]<br />
| Act 3 Mission 4<br />
|-<br />
| [[image:Fs1 medalofhonor.gif]]<br />
| '''Medal of Honor'''<br />
| [[Black Omega]]<br />
|Act 3 Mission 6<br />
|-<br />
| [[image:Fs1 meritoriousunit.gif]]<br />
| '''Meritorious Unit'''<br />
| [[Playing Judas]]<br />[[Exodus (FS1)|Exodus]]<br />
| Act 2 Mission 8<br />Act 3 Mission 1<br />
|-<br />
| [[image:Fs1 militarydefense.gif]]<br />
| '''Military Defense'''<br />
| [[Clash of the Titans]]<br />
| Act 3 Mission 7<br />
|-<br />
| [[image:Fs1 vasudanalliance.gif]]<br />
| '''Vasudan Alliance'''<br />
| [[The Hammer and the Anvil]]<br />
| Act 1 Mission 8<br />
|}<br />
<br />
<br />
==FreeSpace 2 Medals==<br />
<br />
{| cellspacing="25" cellpadding="2" style="background:black; color:white; text-align: center"<br />
|-<br />
! Picture<br />
! Name<br />
! Requirement<br />
|-<br />
| [[image:Fs2 ace.gif]]<br />
| '''Ace'''<br />
| 60 (65?) kills<br />
|-<br />
| [[image:Fs2 doubleace.gif]]<br />
| '''Double Ace'''<br />
| 150 kills<br />
|-<br />
| [[image:Fs2 tripleace.gif]]<br />
| '''Triple Ace'''<br />
| 350 kills<br />
|-<br />
| [[image:Fs2 wings.gif]]<br />
| '''Wings'''<br />
| Completing training missions<br />
|-<br />
| [[image:Fs2 allieddefensecitation.gif]]<br />
| '''Allied Defense Citation'''<br />
| [[A Lion at the Door]]<br />
|-<br />
| [[image:Fs2 epsilonpegasiliberation.gif]]<br />
| '''Epsilon Pegasi Liberation'''<br />
| [[Feint! Parry! Riposte!]]<br />
|-<br />
| [[image:Fs2 distinguishedflyingcross.gif]]<br />
| '''Distinguished Flying Cross'''<br />
| [[The Sixth Wonder]]<br>[[The King's Gambit]]<br />
|-<br />
| [[image:Fs2 gtvalegionofhonor.gif]]<br />
| '''GTVA Legion of Honor'''<br />
| [[Dunkerque]]<br />
|-<br />
| [[image:Fs2 imperialorderofvasuda.gif]]<br />
| '''Imperial Order of Vasuda'''<br />
| [[Argonautica]]<br />
|-<br />
| [[image:Fs2 intelligencecross.gif]]<br />
| '''Intelligence Cross'''<br />
| [[...But Hate the Traitor]]<br />
|-<br />
| [[image:Fs2 meritoriousunitcommendation.gif]]<br />
| '''Meritorious Unit Commendation'''<br />
| [[Exodus (FS2)|Exodus]]<br />
|-<br />
| [[image:Fs2 medalofvalor.gif]]<br />
| '''Medal of Valor'''<br />
| [[A Monster in the Mist]]<br />
|-<br />
| [[image:Fs2 nebulacampaignvictorystar.gif]]<br />
| '''Nebula Campaign Victory Star'''<br />
| [[High Noon]]<br />
|-<br />
| [[image:Fs2 ntfcampaignvictorystar.gif]]<br />
| '''NTF Campaign Victory Star'''<br />
| [[Endgame]]<br />
|-<br />
| [[image:Fs2 orderofgalatea.gif]]<br />
| '''Order of Galatea'''<br />
| [[Proving Grounds]]<br />
|-<br />
| [[image:Fs2 socservicemedallion.gif]]<br />
| '''SOC Service Medallion'''<br />
| [[Into the Lion's Den]]<br />
|-<br />
| [[image:Fs2 socunitcrest.gif]]<br />
| '''SOC Unit Crest'''<br />
| [[Rebels & Renegades]]<br>[[As Lightning Fall]]<br />
|}<br />
<br />
[[Category:FreeSpace Universe]]</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=File:Fs1_advwings.gif&diff=23661File:Fs1 advwings.gif2009-06-28T06:38:03Z<p>Aardwolf: FS1 Advanced Pilot Wings Medal, taken from medals screen</p>
<hr />
<div>FS1 Advanced Pilot Wings Medal, taken from medals screen</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=AB_Satyr&diff=20009AB Satyr2009-01-04T08:39:17Z<p>Aardwolf: /* Armaments */</p>
<hr />
<div>{{User-made Ships|''AB '''Satyr'''''}}<br />
<br />
<br />
{{shipimage|image=[[Image:satyr.jpg]]|caption=AB Satyr}}<br />
<br />
==Description:==<br />
<br />
===INFR1 Tech Room Description===<br />
The Satyr is so heavily armored a ship that it requires no shields at all. Even larger than the Shivans' Vindhyachal, this obscenely sized bomber even has its own beam cannon to engage capital ships with. An anti-hull weapon combined with the ACM should be used to take advantage of its total lack of shielding.<br />
<br />
===Credits List===<br />
*Model by '''Bobboau'''<br />
<br />
==Performance:==<br />
===Statistics===<br />
{|<br />
|-<br />
| style="width:200px" | '''[[Technical_Terms_and_Definitions#Type|Type]]'''<br />
| style="width:200px" | Attack Bomber<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''<br />
| Ancients<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]'''<br />
| Extremely Poor<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''<br />
| 95.0 - 120.0 mps<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''<br />
| 195.0 mps<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''<br />
| Super Heavy<br />
|-<br />
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]<br />
| 12 400<br />
|-<br />
| [[Technical_Terms_and_Definitions#Shields|Shields]]<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''<br />
| 104 m<br />
|}<br />
<br />
===Armaments===<br />
<br />
<br />
*'''[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=4 style="background:#351515;"| '''Inferno Release 1'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Guns<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 6<br />
| [[Pharnec]]<br />
|- align="center"<br />
| 2nd<br />
| 2<br />
| [[Quasar]]<br />
|- align="center"<br />
| colspan=3| Compatible Primaries<br />
|-<br />
| colspan=3| [[Pharnec]], [[APC]], [[Razor]], [[Scalpel]], [[Acolyte]], [[Maul]], [[Quasar]], [[Scyth]], [[Hammer]], [[Vampyre]],<br />
|}<br />
<br />
<br />
*'''[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#351515;"| '''Inferno Release 1'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Capacity<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 200<br />
| [[Unknown Missile]]<br />
|- align="center"<br />
| 2nd<br />
| 200<br />
| [[Unknown UltraBomb]]<br />
|- align="center"<br />
| 2nd<br />
| 200<br />
| [[Unknown UltraBomb]]<br />
|- align="center"<br />
| colspan=3| Compatible Secondaries<br />
|-<br />
| colspan=3| [[Unknown Missile]], [[Unknown Megabomb]], [[Unknown UltraBomb]]<br />
|}<br />
<br />
<br />
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#351515;"| '''Inferno Release 1'''<br />
|- align="center"<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
|- align="center"<br />
| [[ABeamTiny]]<br />
| 1<br />
|- align="center"<br />
| [[Scyth]]<br />
| 1<br />
|- align="center"<br />
| [[Quasar]]<br />
| 2<br />
|}<br />
<br />
===Veteran Comments===<br />
{{comment|''The sheer amount of damage this thing can take (while having a relatively high top speed and maneuverability) makes the Satyr the most annoying ship ever, besides maybe the Vindhyachal. In INFR1, it always helps to have a few A.C.R.s handy to destroy it, since primary cannons and even some missiles will do very little damage to it.''}}<br />
<br />
==Download link:==<br />
*Inferno Release 1: http://www.freespacemods.net/download.php?view.95<br />
*Alternate: http://inferno.hard-light.net/R1.htm<br />
*Direct File: http://www.fileplanet.com/dl.aspx?/3dactionplanet/hlp/hosted/inferno/inf_enemies.exe</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=Ai-ignore&diff=20008Ai-ignore2009-01-04T08:33:26Z<p>Aardwolf: </p>
<hr />
<div>{{stub}}<br />
<br />
Orders an AI ship to not pursue or fire at the specified object.<br />
<br />
==Comments==<br />
<br />
Ai-ignore and [[protect-ship]] are not always effective in getting the AI to ignore a ship. Therefore, creative uses of other SEXPs such as [[change-iff]] or [[ship-guardian]] are sometimes needed.<br />
<br />
Ai-ignore did a whole bunch of things on top of giving the ship the ignore order in order to bulletproof the ship being ignored. The drawback is that it can lead to everything ignoring that ship. Hence [[ai-ignore-new]] which only does what it's supposed to. <br />
<br />
[[Category: Retail SEXPs]]</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=Ai-ignore-new&diff=20007Ai-ignore-new2009-01-04T08:33:13Z<p>Aardwolf: </p>
<hr />
<div>{{stub}}<br />
<br />
===Comments===<br />
The retail [[ai-ignore]] did a whole bunch of things on top of giving the ship the ignore order in order to bulletproof the ship being ignored. The drawback is that it can lead to everything ignoring that ship. Hence ai-ignore-new which only does what it's supposed to. <br />
<br />
[[Category:SCP SEXPs]]</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=Ai-ignore-new&diff=20006Ai-ignore-new2009-01-04T08:32:39Z<p>Aardwolf: </p>
<hr />
<div>{{stub}}<br />
<br />
===Comments===<br />
The retail [[ai-ignore]] did a whole bunch of things on top of giving the ship the ignore order in order to bulletproof the ship being ignored. The drawback is that it can lead to everything ignoring that ship. Hence ai-ignore-new which only does what it's supposed to. <br />
<br />
{{Stub}}<br />
<br />
[[Category:SCP SEXPs]]</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=Ai-ignore&diff=20005Ai-ignore2009-01-04T08:32:25Z<p>Aardwolf: </p>
<hr />
<div>{{stub}}<br />
<br />
Orders an AI ship to not pursue or fire at the specified object.<br />
<br />
==Comments==<br />
<br />
Ai-ignore and [[protect-ship]] are not always effective in getting the AI to ignore a ship. Therefore, creative uses of other SEXPs such as [[change-iff]] or [[ship-guardian]] are sometimes needed.<br />
<br />
Ai-ignore did a whole bunch of things on top of giving the ship the ignore order in order to bulletproof the ship being ignored. The drawback is that it can lead to everything ignoring that ship. Hence [[ai-ignore-new]] which only does what it's supposed to. <br />
<br />
{{Stub}}<br />
<br />
[[Category: Retail SEXPs]]</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=162&diff=200041622009-01-04T08:31:59Z<p>Aardwolf: </p>
<hr />
<div>== 162 ==<br />
<br />
The text "162" was displayed in the end credits of the full trailer for Silent Threat: Reborn, in a style similar to "ilovebees.com" in the Halo 2 trailer.<br />
<br />
This was part of a viral marketing ploy by [[user:Goober5000|Goober]] to get people hyped about the 25 December 2008 release.<br />
<br />
{{Stub}}<br />
<br />
[[Category:Stubs]]</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=Deprecation&diff=20003Deprecation2009-01-04T08:30:31Z<p>Aardwolf: </p>
<hr />
<div>= Deprecation =<br />
<br />
When a feature or function is deprecated, this means that future versions will not support it. Although it may work in current or older versions of the software, the relevant code will not be updated, and it will eventually be deleted outright. Projects that rely on deprecated features or functions should find another way to accomplish the same effect.<br />
<br />
== Deprecated Features ==<br />
<br />
== Miscellaneous ==</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=VPView32&diff=20002VPView322009-01-04T08:29:53Z<p>Aardwolf: </p>
<hr />
<div>= VPView32 =<br />
<br />
VPView32, or simply "VPView", is a [[*.VP|VP]]-viewing program coded by Heiko Herrmann for [[Volition]], Inc.<br />
<br />
It is a part of the Descent Manager Tools (DMTOOLS) suite, and there have been at least two notable versions of it. The biggest noticeable difference between the earlier and later versions is the splash screen, which in earlier versions displays an [[SF Dragon]] being fired upon, but in later versions adds characters from other Volition games to the image.<br />
<br />
== Getting VPView32 ==<br />
<br />
Both versions of VPView32, as well as other tools from the DMTOOLS FSKit can still be found on the [http://www.descent-network.com/descman/ Descent network site]<br />
<br />
{{Stub}}</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=VPView&diff=20001VPView2009-01-04T08:25:55Z<p>Aardwolf: Redirecting to Vpview32</p>
<hr />
<div>#REDIRECT=[[Vpview32]]</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=VPView&diff=20000VPView2009-01-04T08:25:19Z<p>Aardwolf: Redirecting to VPView32</p>
<hr />
<div>#REDIRECT=[[VPView32]]</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=VPView&diff=19999VPView2009-01-04T08:25:04Z<p>Aardwolf: </p>
<hr />
<div>#REDIRECT=VPView32</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=VPView&diff=19998VPView2009-01-04T08:24:58Z<p>Aardwolf: </p>
<hr />
<div>#REDIRECT="VPView32"</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=VPView&diff=19997VPView2009-01-04T08:24:42Z<p>Aardwolf: </p>
<hr />
<div>#redirect="VPView32"</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=VPView&diff=19996VPView2009-01-04T08:24:14Z<p>Aardwolf: New page: #redirect="Vpview32"</p>
<hr />
<div>#redirect="Vpview32"</div>Aardwolfhttps://wiki.hard-light.net/index.php?title=FS2_Data_Structure&diff=19995FS2 Data Structure2009-01-04T08:21:02Z<p>Aardwolf: /* Introduction */</p>
<hr />
<div><font color=yellow>'''WARNING: THIS PAGE HAS BEEN WRITTEN WITHOUT EXPERT REVISION!!'''</font><br />
<br />
<font color=cyan>Although some expert hand should revise all the page, where the writer HAS more doubts is marked in blue colour.</font><br />
<br />
<br />
<br />
==Introduction==<br />
::<font color=red>Through all this page, SCP fs2_open and FRED2_open additions over retail behaviour will be marked in red font.</font><br />
<br />
<br />
Apart from the game engine or the mission editor, FRED, the game needs data to run; it needs missions, sounds, 3D models, textures... Freespace2 is highly moddable because nearly none of these data are embedded inside the game executable. In this way the user can always change nearly all game behaviour and appearance.<br />
<br />
Like all your applications you'll have Freespace 2 installed in one folder in your hard disk drive. We will call this folder '''/freespace2''', although it can have any other name (''/fs2'', ''/fspace2'', or whatever). Inside this folder, Freespace 2 stores all its game data in three places (retail version just in two):<br />
#Unpacked, ie. individual files, inside '''data''' folder within Freespace 2 installation folder, ie. in '''/freespace2/data'''. ('''data''' name is compulsory).<br>Inside '''data''' folder, the game contents are classified and stored in several subfolders. [[FS2_Data_Structure#data_subfolders|Below]], you have the full list of '''data''' subfolders with their description and contents, (remember that all their names are compulsory). The most commonly used and changed are:<br />
#*[[FS2_Data_Structure#effects|effects]] contains all the textures and animations used in all explosions, weapon glows, smoke, particles and so on.<br />
#*[[FS2_Data_Structure#maps|maps]] contains all the textures, (and animated textures), used over ship models.<br />
#*[[FS2_Data_Structure#missions|missions]] contains all the mission ([[%2A.FS2]]) and campaign ([[%2A.FC2]]) definition files.<br />
#*[[FS2_Data_Structure#models|models]] contains all 3D models ([[%2A.POF]]).<br />
#*[[FS2_Data_Structure#music|music]] contains all the music files.<br />
#*[[FS2_Data_Structure#sounds|sounds]] contains all ingame sound effect files.<br />
#*[[FS2_Data_Structure#tables|tables]] contains all table files. Tables define all the behaviour the game components have. They are the most important thing for modders to know. See [[Tables]] section for deeper info.<br />
#*[[FS2_Data_Structure#voice|voice]] contains all the ingame voices.<br />
#Packed in vp archives. This kind of archives just contain individual files in a similar way as "normal" archives like rar or zip do. They are placed in '''/freespace2''' folder. Special software, like [[VPMage]], is needed to build them. Another really good utility is [[Maja|WMCoolmon's Maja]] which comes in a Java cross-platform executable. You can grab it from [http://wmc.freespacemods.net/repository/ WMC::Repository]. If you just want to browse or extract files from existing vps, but not editing or building them, then use [[VPView]]. You've got two versions of it in [http://www.descent-network.com/descman Descent Network download page]<br>vp archives also follow the data structure, so, even while packed in a vp archive, your missions will be in /data/missions and your ship 3D models in /data/models. All retail data come packed in several vps. The next, and only the next, are the original game contents (when patched to v1.2):<br />
#*root_fs2.vp: Mainly [[FS2_Data_Structure#tables|tables]] and [[FS2_Data_Structure#missions|missions]].<br />
#*smarty_fs2.vp: [[FS2_Data_Structure#intelanims|Intelligence animations]].<br />
#*sparky_fs2.vp: Most of the game data, mainly [[FS2_Data_Structure#models|models]], [[FS2_Data_Structure#maps|maps]], [[FS2_Data_Structure#effects|effects]], [[FS2_Data_Structure#hud|hud]], [[FS2_Data_Structure#interface|interface]] and [[FS2_Data_Structure#sounds|sounds]] data.<br />
#*sparky_hi_fs2.vp: Extra [[FS2_Data_Structure#hud|hud]] and [[FS2_Data_Structure#interface|interface]] data for hi res (1024x768).<br />
#*stu_fs2.vp: [[FS2_Data_Structure#voice|Voice]] data.<br />
#*tango1_fs2.vp: 1st pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].<br />
#*tango2_fs2.vp: 2nd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].<br />
#*tango3_fs2.vp: 3rd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].<br />
#*warble_fs2.vp: [[FS2_Data_Structure#music|Music]] data.<br />
#*[[%2A.MVE]] movies (cutscenes). They are not originally installed in the user hard disk drive. They are read from game CDs.<br />
#<font color=red>'''One of the most important SCP fs2_open additions:''' Auxiliary data folders loaded through [[Command-Line_Reference#-mod|-MOD launcher flag]]. Retail game only use former both places. But fs2_open, (and FRED2_open), can use any other auxiliary folder in /freespace2 as game data holder. This feature allows installing and using several different mods without having undesired cross-effects.</font><br />
<br />
The most important consequence of having several available locations for game data, is that several versions of each file can exist. '''There's a priority order between different locations''' as explained in [[Command-Line_Reference#-mod|-MOD launcher flag help]]. Due to this order, '''only the highest priority version of each file will be used'''. This feature allows the user to quickly replace existing ''mission.fs2'' or ''ShipModel.pof'' by new or improved versions, placing them in a higher priority place. There's no need to remove obsolete files.<br />
<br />
<font color=red>The use of [[Command-Line_Reference#-mod|-MOD launcher flag]] implies that there will be two or more /data folder structures. Some game data, mainly model cache files ([[Model files#IBX|*.IBX]]), can be regenerated by the game itself. Unless explicitly specified, these autogenerated files will be placed in the ''highest'' priority /data folder structure.</font><br />
<br />
==data subfolders==<br />
<br />
===cache===<br />
*'''Contents:''' Model cache files. [[FS2_Data_Structure#models|models]] folder contains raw [[%2A.POF]] 3D model files. But the game has to ''"compile"'' them in order to use them. So each original ''AnyShip.pof'' generates one compiled and ready to use ''AnyShip.ibx'' file <font color=red>(and also one ''AnyShip.tsb'' in SCP fs2_open)</font>.<br />
*'''Supported files:''' <br />
**Retail: [[%2A.IBX]] model cache files.<br />
**<font color=red>SCP fs2_open: The former ones and [[%2A.TSB]] files which contain associated normal map data, (since 3.6.10 version).</font><br />
**<font color=cyan>[[%2A.CLR]] and [[%2A.TMP]] files ????</font><br />
*'''Notes:'''<br />
**The content of this folder can be autogenerated by FS2.<br />
**Generating cache files takes a bit of time. If you release a pack or mod with a lot of new models, providing their cache files too is a good idea because, on the very first run afterwards, the game will seem hung while it is generating them.<br />
**FS2 detects model upgrades so it rebuilds cache files if they don't match. BUT sometimes corrupted cache files can cause problems. So sometimes, while debugging or trying to solve problems, deleting cache contents can be useful. (See also [[Command-Line_Reference#-noibx|-noibx launcher flag help]]).<br />
<br />
<br />
===cbanims===<br />
*'''Contents:''' Command and mission briefing animations. (They are assigned to missions through FRED2 editor).<br />
*'''Supported files:''' [[%2A.ANI]] animations.<br />
<br />
<br />
===config===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>[[%2A.CFG]] files</font>.<br />
<br />
<br />
===demos===<br />
*'''Contents:''' This is probably where recordable demos would have been saved. If you look in the source code, there are functions in place to record events and play the recordings back at a later time. This code is does not (and in all likelyhood will never) work.<br />
*'''Supported files:''' [[%2A.FSD]] (FreeSpace Demo) files.<br />
<br />
<br />
===effects===<br />
*'''Contents:''' Bitmaps and animations for every game effect:<br />
**All the explosions and weapon effects.<br />
**Damage smoke animation.<br />
**Particle animations.<br />
**Thruster glows and <font color=red>afterburner trails</font>.<br />
**All the background images, sun bitmaps, <font color=red>sun glares</font> and space motion debris (see [[Stars.tbl]] table).<br />
**Warp-in / warp-out animations.<br />
**Anything more you can think of in this category. If you have a texture which you know it doesn't belong to [[FS2_Data_Structure#maps|maps folder]], put it here. If you have doubts, put it here too.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] for bitmaps, (example, backgrounds) and [[%2A.ANI]] for animations (example: explosions).<br />
**<font color=red>SCP fs2_open: Both formats and [[%2A.DDS]], [[%2A.JPG]] and [[%2A.TGA]] for bitmaps, and [[%2A.EFF]] for animations.</font><br />
**<font color=cyan>[[%2A.NEB]] files ?????? </font><br />
*'''Notes:'''<br />
**Some effect bitmaps or animations can be assigned by table entries. But the name of many others is hardcoded, (example particlesmoke01).<br />
**Not all the effects support animations. Example background bitmaps.<br />
**<font color=red>[[%2A.DDS]] and [[%2A.EFF]] are the preferred formats.<br />
**Till version 3.6.9. (included), [[%2A.JPG]] and [[%2A.TGA]] formats require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]]. If not used they will be ignored. From this version, all the supported formats are always used.</font><br />
**See [[Texturing]] section for important info about this aspect of the game. It is more important for [[FS2_Data_Structure#maps|maps folder]] contents, (ie. ship textures), but it also applies here.<br />
<br />
<br />
===fonts===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>[[%2A.VF]] files.</font><br />
<br />
<br />
===force feedback===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>???????</font><br />
<br />
<br />
===freddocs===<br />
*'''Contents:''' This is where the help files for FRED are stored. Since the help files are viewed in a web browser, they were not able to be stored in the VP files.<br />
*'''Supported files:''' *.html, *.gif, *.jpg, *.png.<br />
<br />
<br />
===hud===<br />
*'''Contents:''' All HUD building bricks. Anything you see on your HUD while flying is defined through this folder contents.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] and [[%2A.ANI]].<br />
**<font color=red>SCP fs2_open: The former ones and [[%2A.DDS]] and [[%2A.TGA]] formats.<font color=cyan>Is jpg supported here? Are dds, jpg and tga fully supported for everything?</font></font><br />
*'''Notes:'''<br />
**Most of this folder contents have a hardcoded name.<br />
**Most of this folder contents are "false" animations. It means that the [[%2A.ANI]] file is only used to pack several related bitmaps. Example: every ship shield graphic uses five bitmaps, (the ship bitmap and then, front, right, back and left shield quadrants) packed in one [[%2A.ANI]].<br />
<br />
<br />
===intelanims===<br />
*'''Contents:''' Intelligence animations used in ''Technical Database'' > ''Intelligence'' section. They are used through [[Species.tbl]] table.<br />
*'''Supported files:''' [[%2A.ANI]] animations.<br />
<br />
<br />
===interface===<br />
*'''Contents:'''<br />
**All the game screens and optional mission loading screens.<br />
**All the button, mouse and icon bitmaps.<br />
**Map ship icons in ''Briefing'' screen.<br />
**Ship and weapon animations in ''Ship selection'' and ''Weapon loadout'' screens. These weapon animations are also used in ''Technical Database'' > ''Weapons'' section.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.ANI]] animations and [[%2A.PCX]] bitmaps.<br />
**<font color=red>SCP fs2_open: The former ones and [[%2A.DDS]] and [[%2A.TGA]] formats.<font color=cyan>Is jpg supported here? Are dds, jpg and tga fully supported for everything?</font></font> <br />
*'''Notes:'''<br />
**<font color=red>Most people use [[Command-Line_Reference#-ship_choice_3d|-ship_choice_3d launcher flag]]. With this flag, only primary weapon animations are needed in ''Weapon loadout'' screen. There's no need for ship or secondary weapon animations. Even, some mods need a compulsory use of this flag because they have no available animations for their ships or missiles.</font><br />
**<font color=red><font color=cyan>As an exception, fs2_open doesn't require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]] for intro splash screen. But the rest of [[%2A.TGA]] format usage needs it (until version 3.6.9.).</font></font><br />
<br />
<br />
===maps===<br />
*'''Contents:''' All the textures used by 3D [[%2A.POF]] models. [[%2A.POF]] models use textures to "paint" their surfaces and to simulate glow points. [[%2A.POF]] files only have links to the names of their used textures, they don't have embedded textures. All their used textures are read from this folder.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] bitmaps.<br />
**<font color=red>SCP fs2_open: The former one and [[%2A.DDS]], [[%2A.JPG]] and [[%2A.TGA]] formats. Some of the textures, (example: glow maps), support animated textures so [[%2A.EFF]] and [[%2A.ANI]] are also supported.</font><br />
*'''Notes:'''<br />
**See [[Texturing]] section for important info about this aspect of the game.<br />
**<font color=red>[[%2A.DDS]] and [[%2A.EFF]] are the preferred formats.<br />
**Till version 3.6.9. (included), [[%2A.JPG]] and [[%2A.TGA]] formats require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]]. If not used they will be ignored. From this version, all the supported formats are always used.</font><br />
<br />
<br />
===missions===<br />
*'''Contents:''' All the mission and campaign files.<br />
*'''Supported files:''' Each mission is one [[%2A.FS2]] file and each campaign is one [[%2A.FC2]] file.<br />
**<font color=cyan>[[%2A.NTL]] and [[%2A.SSV]] files ????? </font><br />
*'''Notes:'''<br />
**In ''Mission Simulator'' screen, ''Single Missions'' are just available [[%2A.FS2]] mission files which are not pointed by any of the available [[%2A.FC2]] campaign files. This is the only way to play this kind of missions.<br />
<br />
<br />
===models===<br />
*'''Contents:''' All the 3D models used by ships, asteroid and debris fields, missiles, subspace model, <font color=red>3D shockwaves, 3D warp-in/warp-out effects and background star-holding model</font>.<br />
*'''Supported files:''' [[%2A.POF]] model files.<br />
*'''Notes:'''<br />
**[[%2A.POF]] models have direct relation with [[FS2_Data_Structure#maps|maps]] and [[FS2_Data_Structure#cache|cache]] folder contents.<br />
**<font color=red>3D warp-in/warp-out effects need the usage of [[Command-Line_Reference#-3dwarp|-3dwarp launcher flag]].</font><br />
<br />
<br />
===<font color=red>movies</font>===<br />
*<font color=red>'''Contents:''' Game cutscenes.<br />
*'''Supported files:''' [[%2A.MVE]], [[%2A.OGG]], [[%2A.AVI]] and [[%2A.MPG]] clip files.<br />
**<font color=cyan>[[%2A.MSB]] files ????</font><br />
*'''Notes:'''</font><br />
**<font color=red>This folder is a fully SCP addition. Retail game reads [[%2A.MVE]] cutscenes from game CDs.<br />
**[[%2A.AVI]] and [[%2A.MPG]] formats are decoded through system player. Their support is not guaranteed in future fs2_open versions.<br />
**Retail uncompressed [[%2A.MVE]] and Theora compressed [[%2A.OGG]] formats are the preferred ones. fs2_open has built-in support for them both.<br />
**All the movies can have custom names, (their loading trigger is defined in FRED), but start-up movie. This movie must be called '''Intro'''.</font><br />
<br />
<br />
===multidata===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>[[%2A.PCX]] and [[%2A.FS2]] files. ???????</font><br />
<br />
<br />
===music===<br />
*'''Contents:''' Music files used through [[Music.tbl]] table.<br />
*'''Supported files:'''<br />
**Retail: PCM [[%2A.WAV]] sound clips <font color=cyan>up to 16bit - 22kHz - 2 channels</font>.<br />
**<font color=red>SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.</font><br />
<br />
<br />
===players===<br />
*'''Contents:''' All game player data. <br />
**It has 4 subfolders, each one has a deeper explanation below:<br />
***[[FS2_Data_Structure#images|images]]: Selectable appearances of the player in ''Barracks'' screen.<br />
***[[FS2_Data_Structure#multi|multi]]: Game data of multiplayer pilots<br />
***[[FS2_Data_Structure#single|single]]: Game data of single player pilots<br />
***[[FS2_Data_Structure#squads|squads]]: Selectable squad insignias of the player in ''Barracks'' screen.<br />
**The main '''players''' folder just contains HUD appearance presets, ([[%2A.HCF]] files), which can be loaded, edited and saved in ''Options'' screen > ''HUD Config'' screen. From this screen they can be also applied to player's HUD settings.<br />
*'''Supported files:''' [[%2A.HCF]] HUD configuration files.<br />
*'''Notes:'''<br />
**<font color=red>Only '''/freespace2/data/players''' main folder '''is used''' despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings. Only [[FS2_Data_Structure#images|images]] and [[FS2_Data_Structure#squads|squads]] subfolders are read from any other locations (vp archives or other /mod/data/players folders).</font><br />
**Of course, [[%2A.HCF]] files can be generated by the game itself.<br />
<br />
====images====<br />
*'''Contents:''' Selectable appearances of the player in ''Barracks'' screen, ie. the player's photograph.<br />
*'''Supported files:''' [[%2A.PCX]] bitmaps.<br />
<br />
====multi====<br />
*<font color=cyan>'''Contents:''' Game data of multiplayer pilots.</font><br />
*<font color=cyan>'''Supported files:''' [[%2A.PLR]] files. </font><br />
*'''Notes:'''<br />
**<font color=red>Only '''/freespace2/data/players/multi''' folder '''is used''' despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.</font><br />
**Of course, multi player data is generated and updated by the game itself.<br />
<br />
====single====<br />
*'''Contents:''' Game data of single player pilots.<br />
*'''Supported files:'''<br />
**<font color=cyan>Each pilot consists of several files:</font><br />
***<font color=cyan>One [[%2A.PL2]] file, (let's call it ''MyPilot.pl2''), which contains main pilot data.</font><br />
***<font color=cyan>Several [[%2A.CS2]] files. Each of these files is generated for each played campaign. They have the form ''MyPilot.Campaign name.cs2''.</font><br />
**<font color=cyan>[[%2A.PLR]], [[%2A.CSG]] and [[%2A.CSS]] files ??????.</font><br />
*'''Notes:'''<br />
**<font color=red>Only '''/freespace2/data/players/single''' folder '''is used''' despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.</font><br />
**Of course, single player data is generated and updated by the game itself.<br />
**<font color=cyan>Do not use pilot names longer than XXXXXX. The game has problems with them, ie. use short pilot names.</font><br />
<br />
====squads====<br />
*'''Contents:''' Selectable squadron insignias of the player in ''Barracks'' screen.<br />
*'''Supported files:''' [[%2A.PCX]] bitmaps.<br />
<br />
<br />
===<font color=red>scripts</font>===<br />
*<font color=red>'''Contents:''' <font color=cyan>This has something to do with LUA scripting SCP addition, but I know NOTHING about it. Please some expert fill it.</font></font><br />
*<font color=red>'''Supported files:''' <font color=cyan>[[%2A.LUA]] and [[%2A.LC]] files. ???????</font></font>.<br />
<br />
<br />
===sounds===<br />
*'''Contents:''' All the game sound effects. [[FS2_Data_Structure#music|Music tracks]] or [[FS2_Data_Structure#voices|ingame speech]] which have their own subfolders.<br />
**It has two folders, [[FS2_Data_Structure#8b22k|8b22k]] and [[FS2_Data_Structure#16b11k|16b11k]] to classify the sounds depending on their quality. <font color=cyan>But using them is not needed, all the sounds can go in the main folder.</font><br />
*'''Supported files:'''<br />
**Retail: PCM [[%2A.WAV]] sound clips <font color=cyan>up to 16bit - 22kHz - 2 channels</font>.<br />
**<font color=red>SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.</font><br />
*'''Notes:'''<br />
**In game sounds are used through [[Sounds.tbl]] table.<br />
**<font color=cyan>Normally, game sounds only have one channel. Depending on the sound source location, the game will generate different right and left channel volumes.</font><br />
<br />
====8b22k====<br />
*'''Contents:''' Low quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.<br />
<br />
====16b11k====<br />
*'''Contents:''' High quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.<br />
<br />
<br />
===tables===<br />
*'''Contents:''' Data tables which set the whole game behaviour.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.TBL]] tables.<br />
**<font color=red>One of the most important SCP fs2_open additions: [[%2A.TBM]] [[Modular_Tables|modular table]] files.</font><br />
*'''Notes:'''<br />
**Tables are just the most important thing for modders to know.<br />
**There is a lot of useful info about them in [[Tables]] section of the Wiki.<br />
<br />
<br />
===text===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>[[%2A.TXT]] and [[%2A.NET]] files.</font><br />
<br />
<br />
===voice===<br />
*'''Contents:''' In game speech. This speech is separated in six different types. Each of them is located in its own subfolder inside voice folder.<br />
**Campaign command briefing speeches. They are loaded from [[FS2_Data_Structure#command_briefings|command_briefings]] subfolder.<br />
**Mission briefing explanation speeches. They are loaded from [[FS2_Data_Structure#briefing|briefing]] subfolder.<br />
**Mission debriefing speeches. They are loaded from [[FS2_Data_Structure#debriefing|debriefing]] subfolder.<br />
**Mission scripted speech. The voice files are loaded from [[FS2_Data_Structure#special|special]] subfolder.<br />
**Random speech generated by flying mates or enemies. The voice files are loaded from [[FS2_Data_Structure#personas|personas]] subfolder.<br />
**A "training" category- identical to [[FS2_Data_Structure#special|special]], but used by Volition to organize training messages.<br />
*'''Supported files:''' All the speech kinds support these formats:<br />
**Retail: PCM [[%2A.WAV]] sound clips <font color=cyan>up to 16bit - 22kHz - 2 channels</font>.<br />
**<font color=red>SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.</font><br />
<br />
====briefing====<br />
*'''Contents:''' Mission briefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.<br />
<br />
====command_briefings====<br />
*'''Contents:''' General command briefing speeches you can see before some missions. As example, the first mission usually have command brienfing. They are set through FRED editor. They are attached to the next mission file.<br />
<br />
====debriefing====<br />
*'''Contents:''' Mission debriefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.<br />
<br />
====personas====<br />
*'''Contents:''' Random speech generated by flying ships or your command, for example to warn the player about "Bandit on your tail" or to praise him with "Good shoot!!" . This feature is used through [[Messages.tbl]] table.<br />
<br />
====special====<br />
*'''Contents:''' Scripted speech files in every mission. This speech is set through FRED SEXPs (mainly ''send-message-list'').<br />
<br />
====training====<br />
*'''Contents:''' Identical to '''special''', but used by Volition for training messages.<br />
<br />
==Loading order==<br />
<font color=cyan>Although each kind of game data has its right folder, they are really looked for in some related folders. As example, the game looks for ship textures in [[FS2_Data_Structure#maps|maps]] folder but also in [[FS2_Data_Structure#effects|effects]] folder. Also if you have one effect and one ship texture with the same name you are going to have trouble.<br />
<br />
Just for reference and troubleshooting, here you have the loading order and searched extensions of each subfolder. '''But always try to put every file in its right place'''. (You may see strange locations for some files, please don't use them).<br />
<br />
/ (mve, avi, mpg, ogg)<br />
/data (cfg, log, txt)<br />
/data/maps (pcx, ani, eff, tga, jpg, dds)<br />
/data/text (txt, net)<br />
/data/missions (fs2, fc2, ntl, ssv)<br />
/data/models (pof)<br />
/data/tables (tbl, tbm)<br />
/data/sounds (wav, ogg)<br />
/data/sounds/8b22k (wav, ogg)<br />
/data/sounds/16b11k (wav, ogg)<br />
/data/voice ()<br />
/data/voice/briefing (wav, ogg)<br />
/data/voice/command_briefings (wav, ogg)<br />
/data/voice/debriefing (wav, ogg)<br />
/data/voice/personas (wav, ogg)<br />
/data/voice/special (wav, ogg)<br />
/data/voice/training (wav, ogg)<br />
/data/music (wav, ogg)<br />
/data/movies (mve, msb, avi, mpg, ogg)<br />
/data/interface (pcx, ani, tga, dds)<br />
/data/fonts (vf)<br />
/data/effects (ani, eff, pcx, neb, tga, jpg, dds)<br />
/data/hud (ani, pcx, tga, dds)<br />
/data/players ()<br />
/data/players/images (pcx)<br />
/data/cache (clr, tmp, ibx)<br />
/data/players (hcf)<br />
/data/players/single (pl2, cs2, plr, csg, css)<br />
/data/players/multi (plr)<br />
/data/multidata (pcx, fs2)<br />
/data/config (cfg)<br />
/data/players/squads (pcx)<br />
/data/demos (fsd)<br />
/data/cbanims (ani)<br />
/data/intelanims (ani)<br />
/data/scripts (lua, lc)<br />
</font><br />
<br />
[[Category:Modding]]</div>Aardwolf