Difference between revisions of "Engine limitations"
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| colspan=4 style="background:#300505;"| '''Limit''' | | colspan=4 style="background:#300505;"| '''Limit''' | ||
|- align="center" | |- align="center" | ||
| − | | style="background:#300505; width:75px"| ''' | + | | style="background:#300505; width:75px"| '''Retail''' |
| style="background:#300505; width:75px"| '''Inferno''' | | style="background:#300505; width:75px"| '''Inferno''' | ||
| style="background:#300505; width:75px"| '''3.7.4''' | | style="background:#300505; width:75px"| '''3.7.4''' | ||
| Line 61: | Line 61: | ||
|- align="center" | |- align="center" | ||
| [[Species.tbl|Intelligence Entries]] | | [[Species.tbl|Intelligence Entries]] | ||
| − | | | + | | 10 |
| + | | 30 | ||
| + | | 75 | ||
| + | | Limit Removed | ||
|- align="center" | |- align="center" | ||
| Intelligence Entry Length | | Intelligence Entry Length | ||
| − | | colspan= | + | | colspan=3| 5,120 Characters per Description |
| + | | Limit Removed | ||
|- align="center" | |- align="center" | ||
| Debriefing | | Debriefing | ||
Revision as of 17:14, 31 August 2020
The maximum numbers of certain types of entities that can exist in the FS2_Open engine. Please note that 'Inferno' refers to INF builds, which are standard from 3.6.12 on.
General
The overall limits of the various subsystem managers.
| Name | Limit |
| Textures | 4750
FS2 Open, 19.0: Mod-defined
|
| Sound tracks | 30 |
| Sounds | No Limit |
Tables
The maximum types of an entity that can exist in the table
| Name | Limit | |||
| Retail | Inferno | 3.7.4 | 20.2 | |
| Ship Classes | 130 | 250 | 500 | |
| Weapon Classes | 200 | 300 | 500 | |
| Beam Sections | 5 | |||
| Pspews Per Weapon | 4 | |||
| Object Types | 16 | |||
| IFFs | 10 | |||
| AI Profiles | 5 | |||
| Hud Gauges | 64 | |||
| Intelligence Entries | 10 | 30 | 75 | Limit Removed |
| Intelligence Entry Length | 5,120 Characters per Description | Limit Removed | ||
| Debriefing | 2,000 Characters per Stage | |||
Please Note - Prior to r11156, there was a hardcoded limit of 32 .tbm files of any given type that the game would recognize.
Objects
The maximum number of objects that can exist in a mission at any given time (except for ships and waypoints, which apply to the whole mission).
| Name | Limit |
| Objects | 2000
FS2 Open, 3.6.16: 3500
|
| Ships | 400 |
| Debris pieces | 64
FS2 Open, 21.0: Limit Removed
|
| Weapons | 700
FS2 Open, 3.6.16: 2000
|
| Beams | 500 |
| Waypoints Per Path | 20
FS2 Open, 3.6.14: Limit Removed
|
| Waypoint Paths | 32
FS2 Open, 3.6.14: Limit Removed
|
Wings
The maximum number wings or ships in a wing that can exist
| Name | Limit |
| Wings | 75 |
| Ships per Wing | 6 |
| Starting Wings | 3 |
| Squadron Wings | 5 |
| TvT Teams | 2 |
| TvT Wings per Team | 1 |
| TvT Wings | 2 |
Models
The maximum number of models that can exist at one time
| Name | Limit | |
| Standard | Inferno | |
| Polygon Models | 128 | 300 |
The maximum number of a certain entity that can exist within a model
| Name | Limit |
| Textures | 64 |
| Ship Primary Banks | 3 |
| Ship Secondary Banks | 4 |
| Firing Points Per-Bank | 25 |
| Debris Chunks | 32 |
| Live Debris Chunks Per-Subsystem | 7 |
Sub-Weapon Types
The maximums for the sub types of weapons.
| Type | Max Instances |
| Corkscrew Missiles | 200 |
| Swarm Missiles | 100 |