Difference between revisions of "Technical Terms and Definitions"
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Revision as of 13:44, 19 November 2005
Contents
Craft Statistics
Type
Text data which appears as 'Craft type' in the ship selection screen. Makes no difference in the craft's performance in game
Manufacturer
Text data which appears as 'Manufacturer' in the ship selection screen. Makes no difference in the craft's performance in game
Manuverability
Text data which appears as 'Maneuveribility' in the ship selection screen. Makes no difference in the craft's performance in game, which means you can use the text 'Very High' here, with a craft as maneuverable as an Ursa
Rotation Damping
Number ranging from 0-1, defines the damping when a craft finishes rotating.
Max Velocity
Velocity to reach when your engine recharge is at default rate and you have full speed.
Max Oclk Speed
Velocity to reach when your engine recharge is at maximum rate. Does not affect maximal speed with afterburner.
Rotation Time
Requires three values. A value defines the time needed for the craft to take a 360 degree turn on an axis. The first value is the X axis, the second is the Y axis and the last is Z. The fewer the number the faster the turn is.
Rear Velocity
Maximal speed to reach when craft goes backward. If you brake down to 0 and keep pressing 'Brake', your craft starts moving backward.
Forward Acceleration
Defines forward acceleration of the craft. The higher the value the faster the acceleration.
Forward Deceleration
Defines forward deceleration of the craft. The higher the value the faster the deceleration.
Slide Acceleration
Defines slide acceleration of the craft. The higher the value the faster the slide acceleration.
Slide Deceleration
Defines slide deceleration of the craft. The higher the value the faster the slide deceleration.
Afterburner
Max Afterburner Velocity
Maximal speed to reach while using afterburners.
Afterburner Fuel
Numerical data of how much fuel the craft has available. Default is 300. The higher the value the more fuel the craft will have.
Afterburner Burn Rate
How quickly the craft burns afterburner fuel. The lower the value the more time is needed to burn the available fuel.
Afterburner Recharge Rate
How quickly your afterburner fuel recharges. Lower value makes faster recharge.
Armor
Type of armour the craft has. Source Code Project addon.
Hitpoints
The number of hitpoints the craft has. A hit decreases this value, in regard of the damage value * armor factor.
Shields
The number of shield hitpoints the craft has. A hit decreases this value, in regard of the damage value * shield factor.
Power Output
How much power the craft's main generator outputs. The higher the value the more quickly shields and laser energy will recharge.
Length
Defines length of the craft to be displayed in the 'Craft selection' screen. Does not affect the craft's length in game.
Craft Armaments
Gun Mounts
Defines number of gun mounts on the craft to be displayed in the 'Craft selection' screen. Does not affect the craft's firepower in game.
Allowed PBanks
Defines which weapons can be mounted on the craft. Must be in the following format:
$Allowed PBanks: ("Primary 1" "Primary 2")
Default PBanks
Defines which weapons are mounted on the craft when it is placed in FRED. Must be in the following format:
$Default PBanks: ("Primary 1" "Primary 2")
You must have as many weapons listed in the above value as many primary banks are defined in the POF data of the craft.
Max Weapon Energy
The energy value for weapons. The power output recharges this, while the primary weapon to be fired decreases on this, in regard of the Energy Consumed value of the fired primary weapon(s)
Missile Banks
Defines number of missile banks on the craft to be displayed in the 'Craft selection' screen. Does not affect the craft's secondary behaviour in game.
Allowed SBanks
Works in the same format and way as Allowed PBanks. This is related to secondary compatibilities.
Default SBanks
Works in the same format and way as Default PBanks. This is related to default secondary armaments.
Secondary Capacity
Defines the capacity of the secondary banks. The higher the value the more missiles can be mounted. Must have as many value as many missile banks the craft has.
Countermeasures
Defines the number of counter-measures that can be equiped on the craft.