Difference between revisions of "Ships.tbl"

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Table listed here is meant to be compatible with '''3.6.9 RC''' and in future also for '''3.6.9 release''' builds. For other builds see the links below.
+
Revision information.. <!-- Please update this information when page is updated -->
 +
::'''3.6.x branch:''' 2.336.2.71
 +
::'''3.7 branch:''' -
 
<br><br>
 
<br><br>
 
Links to archived versions:
 
Links to archived versions:
Line 55: Line 57:
  
 
==Table Options==
 
==Table Options==
*Retail options will look like this
 
  
<font color=red>
 
*SCP options are marked with red color
 
**Most of the entries in ships.tbl have been made optional. Only entries that have to be filled are $Name:, $POF file: and $Flags:.
 
</font>
 
  
 
===$Name:===
 
===$Name:===
 
*Model name that is used also in game. It is also used as name for the whole ship entry. In [[Modular Tables]] this can be sometimes be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.
 
*Model name that is used also in game. It is also used as name for the whole ship entry. In [[Modular Tables]] this can be sometimes be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.
*Syntax: ''name'',
+
*Syntax: '''''String'''''', name
**Example: ''Ulysses''
+
 
  
 
===$Short name:===
 
===$Short name:===
 
*Shortened model name, for FRED, Usually more descriptive than the real name.
 
*Shortened model name, for FRED, Usually more descriptive than the real name.
*Syntax: ''name'',
+
*Syntax: '''''String''''''
**Example: ''TFight''
+
 
  
 
===$Species:===
 
===$Species:===
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship. <font color=red>More species have been enabled, and all of these are defined in species_defs.tbl.</font>
+
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.  
*Syntax: ''Terran'', ''Shivan'' or ''Vasudan''
+
{{Table36|
*<font color=red>Syntax: ''Name'', as defined in species_defs.tbl</font>
+
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}
 +
 
 +
*Syntax: '''''String''''', name of the species
 
**Example: ''Terran''
 
**Example: ''Terran''
 +
  
 
===Technical description===
 
===Technical description===
List of discriptive terms for techroom and ship selection screens.
+
List of discriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]
Number after the quotes refers to tstrings.tbl (does this have any function?)
+
 
 +
====Example====
 +
 
 +
<pre>
 +
+Type:                    XSTR("", -1)
 +
+Maneuverability:          XSTR("", -1)
 +
+Armor:                    XSTR("", -1)
 +
+Manufacturer:            XSTR("", -1)
 +
+Description:              XSTR("", -1)
 +
$end_multi_text
 +
+Tech Description:        XSTR("", -1)
 +
$end_multi_text
 +
+Length:                  20 m
 +
+Gun Mounts:              4
 +
+Missile Banks:            1
 +
</pre>
  
  +Type:                    XSTR("", -1)
 
  +Maneuverability:          XSTR("", -1)
 
  +Armor:                    XSTR("", -1)
 
  +Manufacturer:            XSTR("", -1)
 
  +Description:              XSTR("", -1)
 
  $end_multi_text
 
  +Tech Description:        XSTR("", -1)
 
  $end_multi_text
 
  +Length:                  20 m
 
  +Gun Mounts:              4
 
  +Missile Banks:            1
 
  
 
===$POF file:===
 
===$POF file:===
*filename of the model file (.pof) at data/models folder
+
*Filename of the model file (.pof) at data/models folder
*Syntax: ''Filename.pof''
+
*Syntax: '''''String.pof''''', model filename
**Example: ''fighter01.pof''
+
 
 +
 
 +
===$Texture Replace:===
 +
{{Table36|
 +
*'''+old:'''
 +
*Defines the texture to be replaced
 +
**Syntax: '''''String''''', filename
 +
*'''+new:'''
 +
*Defines the new texture
 +
**Syntax: '''''String''''', filename
 +
}}
 +
 
  
 
===$POF target file:===
 
===$POF target file:===
*Syntax: ''Filename.pof''
+
*Optional hud targeting model
 +
*Syntax: '''''String.pof''''', model filename
 +
 
  
<font color=red>
 
 
===$POF target LOD:===
 
===$POF target LOD:===
 +
{{Table36|
 
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox
 
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox
*Added to the code 13. Dec 2005
+
*Syntax: '''''Integer'''''}}
*Syntax: ''Value''
+
 
</font>
 
  
 
===$Detail distance:===
 
===$Detail distance:===
 
*Definies the distance where the change between different Levels-Of-Details (LODs) occurs
 
*Definies the distance where the change between different Levels-Of-Details (LODs) occurs
*Syntax: ''(Value, Value, ...)'' (distances from the model in meters)
+
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. ''(We need a coder to post here the multiplier values that each level sets)''.
 +
*Syntax: '''''(Detail Distances)''''' , list of '''integers''' (same amount as LODs), distances from the model in meters
 
**Example: ''(0, 80, 300, 900)''
 
**Example: ''(0, 80, 300, 900)''
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. ''(We need a coder to post here the multiplier values that each level sets)''.
+
 
  
 
===$ND:===
 
===$ND:===
*No Dim field field was used in FS1 for ship lights. Nowadays we use glowmaps.
+
*No Dim field field was used in FS1 for ship lights. Use of glowmaps is preferred to the $ND entry.
*Syntax: ''Value, Value, Value'' (Red, Green, Blue respectively, value from 0 to 255)
+
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255
 
**Example: ''42, 42, 224''
 
**Example: ''42, 42, 224''
 +
  
 
===$Show damage:===
 
===$Show damage:===
 
*No known function. Best left alone to avoid possible compatibility issues.
 
*No known function. Best left alone to avoid possible compatibility issues.
*Syntax: ''YES'' or ''NO'', usually YES
+
*Syntax: '''''Boolean''''', yes or no, usually yes
 +
 
 +
 
  
<font color=red>
 
 
===$Impact Spew:===
 
===$Impact Spew:===
 +
{{Table36|
 
*Used to define the impact particle spew
 
*Used to define the impact particle spew
 
*'''+Max particles:'''
 
*'''+Max particles:'''
 
**Defines the maximum number of particles spewed
 
**Defines the maximum number of particles spewed
 
**Setting to zero causes model to generate no particles at all
 
**Setting to zero causes model to generate no particles at all
**Syntax: ''Value''
+
**Syntax: '''''Integer'''''}}
 +
 
  
 
===$Damage Spew:===
 
===$Damage Spew:===
 +
{{Table36|
 
*Used to define the damage particle spew
 
*Used to define the damage particle spew
 
*'''+Max particles:'''
 
*'''+Max particles:'''
 
**Defines the maximum number of particles spewed
 
**Defines the maximum number of particles spewed
 
**Setting to zero causes model to generate no particles at all
 
**Setting to zero causes model to generate no particles at all
**Syntax: ''Value''
+
**Syntax: '''''Integer'''''}}
</font>
+
 
  
 
===$Density:===
 
===$Density:===
*This defines how hard you hit something. If you set it very high, a collission will severely damage your ship, and push the lower density object away; the higher the numbers are, the harder they will hit and the farther they will be pushed. Setting a density of 10 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid.
+
*This defines how hard you hit something. If you set it very high, a collision will severely damage your ship, and push the lower density object away; the higher the numbers are, the harder they will hit and the farther they will be pushed. Setting a density of 10 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid.
*Syntax: ''Value'', usually 1
+
*Syntax: '''''Float''''', usually 1
 +
 
  
 
===$Damp:===
 
===$Damp:===
 
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, "this has no physics, like Wing Commander." The more damping, the harder to control, but the more smoothly it moves.
 
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, "this has no physics, like Wing Commander." The more damping, the harder to control, but the more smoothly it moves.
*Syntax: ''Value''
+
*Syntax: '''''Float'''''
 +
 
  
 
===$Rotdamp:===
 
===$Rotdamp:===
 
*Same thing, but for rotational movement.
 
*Same thing, but for rotational movement.
*Syntax: ''Value''
+
*Syntax: '''''Float'''''
 +
 
  
 
===$Max Velocity:===
 
===$Max Velocity:===
 
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.
 
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.
*Syntax: ''Value, Value, Value'', (meters per second) x-axis, y-axis, z-axis
+
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second
 
**Example: ''0.0, 0.0, 80.0''
 
**Example: ''0.0, 0.0, 80.0''
 +
  
 
===$Rotation time:===
 
===$Rotation time:===
 
*Defines rotation times around the x, y, and z -axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis
 
*Defines rotation times around the x, y, and z -axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis
*Syntax: ''Value, Value, Value'', (seconds per 360 degree turn) x-axis, y-axis, z-axis
+
*Syntax: '''''Vector''''', three '''floats''', seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively
 
**Example: ''3.0, 2.6, 5.0''
 
**Example: ''3.0, 2.6, 5.0''
 +
  
 
===$Rear Velocity:===
 
===$Rear Velocity:===
 
*Defines rear velocity
 
*Defines rear velocity
*Syntax: ''Value'', (meters per second) usually zero
+
*Syntax: '''''Float''''', meters per second
 +
 
  
 
===$Forward accel:===
 
===$Forward accel:===
 
*Number of seconds needed from full stop to maximum velocity
 
*Number of seconds needed from full stop to maximum velocity
*Syntax: ''Value'', (seconds)
+
*Syntax: '''''Float''''', seconds
 +
 
  
 
===$Forward decel:===
 
===$Forward decel:===
 
*Number of seconds needed from maxumum velocity to full stop
 
*Number of seconds needed from maxumum velocity to full stop
*Syntax: ''Value'', (seconds)
+
*Syntax: '''''Float''''', seconds
 +
 
 +
 
 +
===$Slide accel:===
 +
*Same for sliding as the $Forward accel: is for for normal movement.
 +
*Syntax: '''''Float''''', seconds
 +
 
 +
 
 +
===$Slide decel:===
 +
*Same for sliding as the $Forward decel: is for for normal movement.
 +
*Syntax: '''''Float''''', seconds
  
===$Slide accel: and $Slide decel:===
 
*Same for sliding as the $Forward accel: and $Forward decel: for normal movement.
 
*Syntax: ''Value'', (seconds) for both
 
  
<font color=red>
 
 
===$Glide:===
 
===$Glide:===
 +
{{Table36|
 
*Allows gliding in game, i.e. turning the ship's facing without changing it's direction.
 
*Allows gliding in game, i.e. turning the ship's facing without changing it's direction.
*Syntax: ''YES'' or ''NO''
+
*Syntax: '''''Boolean''''', yes or no}}
 +
 
  
 
===$Warpin type:===
 
===$Warpin type:===
 +
{{Table36|
 
*Allow an animation to be defined as a warpin effect.
 
*Allow an animation to be defined as a warpin effect.
*Syntax: ''BTRL'' or ''default''
+
*Can be defined as ''BTRL'' or ''default''.
 +
*Syntax: '''''String'''''}}
 +
 
  
 
===$Warpin speed:===
 
===$Warpin speed:===
*Sets the speed at which the ship warps in for default warpin effect
+
{{Table36|
*Sets the time that the ships warp in (not the animation itself) takes for animation type warpin effects
+
*Sets the speed at which the ship warps in for '''default''' warpin effect
*Syntax: ''Value'', (meters per second or miiliseconds)
+
*Sets the time that the ships warp in (not the animation itself) takes for '''BTRL''' type warpin effects
 +
*Syntax: '''''Float''''', meters per second or miiliseconds}}
 +
 
  
 
===$Warpin time:===
 
===$Warpin time:===
 +
{{Table36|
 
*Defines the effect duration
 
*Defines the effect duration
*Syntax: ''Value'' (milliseconds)
+
*Syntax: '''''Float''''', seconds}}
 +
 
  
 
===$Warpin radius:===
 
===$Warpin radius:===
 +
{{Table36|
 
*Defines the effect radius
 
*Defines the effect radius
*Syntax: ''Value'' (meters)
+
*Syntax: '''''Float''''', meters}}
 +
 
  
 
===$Warpin animation:===
 
===$Warpin animation:===
 +
{{Table36|
 
*Defines the animation used as the warpin effect.
 
*Defines the animation used as the warpin effect.
*Syntax: ''Filename''
+
*Syntax: '''''String''''', filename}}
 +
 
  
 
===$Warpout type:===
 
===$Warpout type:===
 +
{{Table36|
 
*Allow an animation to be defined as a warpout effect.
 
*Allow an animation to be defined as a warpout effect.
*Syntax: ''BTRL'' or ''default''
+
*Can be defined as ''BTRL'' or ''default''.
 +
*Syntax: '''''String'''''}}
 +
 
  
 
===$Warpout speed:===
 
===$Warpout speed:===
*Sets the speed at which the ship warps out for default warpout effect
+
{{Table36|
*Sets the time that the ships warp out (not the animation itself) takes for animation type warpout effects
+
*Sets the speed at which the ship warps out for '''default''' warpout effect
*Syntax: ''Value'', (meters per second or miiliseconds)
+
*Sets the time that the ships warp out (not the animation itself) takes for '''BTRL''' type warpout effects
 +
*Syntax: '''''Float''''', meters per second or miiliseconds}}
 +
 
  
 
===$Warpout time:===
 
===$Warpout time:===
 +
{{Table36|
 
*Defines the effect duration
 
*Defines the effect duration
*Syntax: ''Value'' (milliseconds)
+
*Syntax: '''''Float''''', seconds}}
 +
 
  
 
===$Warpout radius:===
 
===$Warpout radius:===
 +
{{Table36|
 
*Defines the effect radius
 
*Defines the effect radius
*Syntax: ''Value'' (meters)
+
*Syntax: '''''Float''''', meters}}
 +
 
  
 
===$Warpout animation:===
 
===$Warpout animation:===
 +
{{Table36|
 
*Defines the animation used as the warpout effect.
 
*Defines the animation used as the warpout effect.
*Syntax: ''Filename''
+
*Syntax: '''''String''''', filename}}
 +
 
  
 
===$Player warpout speed:===
 
===$Player warpout speed:===
 +
{{Table36|
 
*Sets the speed at which the player warps out from the game
 
*Sets the speed at which the player warps out from the game
*Syntax: ''Value'', can not be greater than $Max Oclk Speed:
+
*Syntax: '''''Float'''''}}
</font>
+
 
  
 
===$Expl inner rad:===
 
===$Expl inner rad:===
 
*Radius at which the full explosion damage is done
 
*Radius at which the full explosion damage is done
*Syntax: ''Value'', (meters)
+
*Syntax: '''''Float''''', meters
 +
 
  
 
===$Expl outer rad:===
 
===$Expl outer rad:===
 
*Maximum radius at which any damage is done
 
*Maximum radius at which any damage is done
*Syntax: ''Value'', (meters)
+
*Syntax: '''''Float''''', meters
 +
 
  
 
===$Expl damage:===
 
===$Expl damage:===
 
*Amount of damage done inside the inner radius
 
*Amount of damage done inside the inner radius
*Syntax: ''Value'', (damage value)
+
*Syntax: '''''Float''''', damage
 +
 
  
 
===$Expl blast:===
 
===$Expl blast:===
 
*The intensity of the blast effect when you're within the outer radius
 
*The intensity of the blast effect when you're within the outer radius
*Syntax: ''Value'', (blast effect)
+
*Syntax: '''''Float''''', blast effect
 +
 
  
 
===$Expl Propagates:===
 
===$Expl Propagates:===
 
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly
 
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly
*Syntax: ''YES'' or ''NO''
+
*Syntax: '''''Boolean''''', yes or no
 +
 
  
<font color=red>
 
 
===$Shockwave Damage Type:===
 
===$Shockwave Damage Type:===
*REQUIRES ADDITIONAL TABLE. Defines the damage type used for the ship explosions
+
{{Table36|
*Syntax: ''Name'', as defined in armor.tbl
+
*'''REQUIRES ADDITIONAL TABLE'''. Defines the damage type used for the ship explosions
</font>
+
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}
 +
 
  
 
===$Shockwave Speed:===
 
===$Shockwave Speed:===
 
*Speed shockwave expands at, 0 means no shockwave
 
*Speed shockwave expands at, 0 means no shockwave
*Syntax: ''Value'', (meters per second)
+
*Syntax: '''''Float''''', meters per second
 +
 
  
 
===$Shockwave count:===
 
===$Shockwave count:===
 
*Defines the number of shockwaves to spawned
 
*Defines the number of shockwaves to spawned
*Syntax: ''Value''
+
*Syntax: '''''Integer'''''
 +
 
  
<font color=red>
 
 
===$Shockwave model:===
 
===$Shockwave model:===
*Defines the textured model used as the ship's shockwave
+
{{Table36|
*Implemented before FS_Open 3.6.5
+
*Defines the textured model used as the ship's 3D shockwave
*Syntax: ''name.pof''
+
*Syntax: '''''String.pof''''', model filename}}
 +
 
  
 
===$Shockwave name:===
 
===$Shockwave name:===
*Defines the name of the animation to used for the shockwave
+
{{Table36|
*Syntax: ''Name''
+
*Defines the name of the animation to used for the 2D shockwave
 +
*Syntax: '''''String''''', filename}}
 +
 
  
 
===$Weapon Model Draw Distance:===
 
===$Weapon Model Draw Distance:===
*Distance that external weapons are shown, ie missiles and such.
+
{{Table36|
*Syntax: ''Value'', (meters)
+
*Distance that external weapons are shown, ie. missiles and such.
**Default: ''200''
+
*Syntax: '''''Float''''', meters
</font>
+
**Default: ''200''}}
 +
 
  
 
===Primary Weapons===
 
===Primary Weapons===
 +
  
 
====$Allowed PBanks:====
 
====$Allowed PBanks:====
*List of allowed primary weapons in brackets (weapon name marked with quotes). <font color=red>Each of the primary weapon banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry. Implemented before FS_Open 3.6.5</font>
+
*List of allowed primary weapons in brackets (weapon name marked with quotes).  
*Syntax: ''( "Name" "Name" )''
+
*Syntax: '''''( "String" "String" )''''', names of the weapons
*<font color=red>Syntax: ''( "Name" "Name" ) ( "Name" "Name" )''</font>
+
{{Table36|
**Example: ''( "Subach HL-7" "Prometheus R")''
+
*Each of the primary weapon banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.
 +
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}
 +
 
  
 
====$Allowed Dogfight PBanks:====
 
====$Allowed Dogfight PBanks:====
*Primary weapons for multiplayer dogfights. <font color=red>Each of the primary weapon banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry. </font>
+
*Primary weapons for multiplayer dogfights.
*Syntax: ''( "Name" "Name" )''
+
*Syntax: '''''( "String" "String" )''''', names of the weapons
*<font color=red>Syntax: ''( "Name" "Name" ) ( "Name" "Name" )''</font>
+
{{Table36|
**Example: ''( "Subach HL-D" "Prometheus D")''
+
*Each of the primary weapon dogfight banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.
 +
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}
 +
 
  
 
====$Default PBanks:====
 
====$Default PBanks:====
 
*Defines default primary weapons for each of the primary weapon banks
 
*Defines default primary weapons for each of the primary weapon banks
*Syntax: ''( "Name" "Name" )''
+
*Syntax: '''''( "String" "String" )''''', names of the weapons
**Example: ''( "Subach HL-7" "Prometheus R")''
+
 
  
<font color=red>
 
 
====$PBank Capacity:====
 
====$PBank Capacity:====
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas. REQUIRES FLAG "ballistic primaries"
+
{{Table36|
*Implemented before FS_Open 3.6.5
+
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.
*Syntax: ''( Value, Value )'', usually all primary bank capacities are 1.
+
*Syntax: '''''( Integer, Integer )'''''}}
**Example: ''( 1, 1 )''
+
 
  
 
====$Show Primary Models:====
 
====$Show Primary Models:====
 +
{{Table36|
 
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions
 
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions
*Syntax: ''( YES'' or ''NO )''
+
*Syntax: '''''( Boolean Boolean )''''', yes or no
**Example: ''( YES YES )''- Note the spaces on the insides of the brackets.
+
**Example: ''( YES YES )'' - Note the spaces on the insides of the brackets.}}
</font>
+
 
  
 
===Secondary Weapons===
 
===Secondary Weapons===
 +
  
 
====$Allowed SBanks:====
 
====$Allowed SBanks:====
*Same for secondary weapons. <font color=red>Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry. Implemented before FS_Open 3.6.5</font>
+
*Same for secondary weapons.
*Syntax: ''( "Name" "Name" )''
+
*Syntax: '''''( "String" "String" )''''', names of the weapons
*<font color=red>Syntax: ''( "Name" "Name" ) ( "Name" "Name" )''</font>
+
{{Table36|
**Example: ''( "Harpoon" "Hornet")''
+
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.
 +
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}
 +
 
  
 
====$Allowed Dogfight SBanks:====
 
====$Allowed Dogfight SBanks:====
*Same for secondary weapons. <font color=red>Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry. </font>
+
*Same for secondary weapons.
*Syntax: ''( "Name" "Name" )''
+
*Syntax: '''''( "String" "String" )''''', names of the weapons
*<font color=red>Syntax: ''( "Name" "Name" ) ( "Name" "Name" )''</font>
+
{{Table36|
**Example: ''( "Harpoon D" "Hornet D")''
+
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.
 +
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}
 +
 
  
 
====$Default SBanks:====
 
====$Default SBanks:====
 
*Defines default primary weapons for each of the primary weapon banks
 
*Defines default primary weapons for each of the primary weapon banks
*Syntax: ''( "Name" "Name" )''
+
*Syntax: '''''( "String" "String" )''''', names of the weapons
**Example: ''( "Harpoon" "Hornet")''
+
 
  
 
====$SBank Capacity:====
 
====$SBank Capacity:====
 
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.
 
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.
*Syntax: ''( Value, Value )'', (ammo capacity)
+
*Syntax: '''''( Integer, Integer )'''''
**Example: ''( 40, 40 )''
+
 
  
<font color=red>
 
 
====$Show Secondary Models:====
 
====$Show Secondary Models:====
 +
{{Table36|
 
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions
 
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions
*Syntax: ''( YES'' or ''NO )''
+
*Syntax: '''''( Boolean Boolean )'''''
**Example: ''(YES YES)''
+
**Example: ''(YES YES)''}}
</font>
+
 
  
 
===$Shields:===
 
===$Shields:===
*Determines the shield strenght
+
*Determines the shield strength
*Syntax: ''Value'', (total hitpoints in all quadrants together)
+
*Syntax: '''''Float''''', total shield strength
 +
 
  
 
===$Shield Color:===
 
===$Shield Color:===
 
*RGB value for shield color
 
*RGB value for shield color
*Syntax: "Value, Value, Value'' (Red, Green, Blue respectively, value from 0 to 255)
+
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255
 
**Example: ''100, 100, 255''
 
**Example: ''100, 100, 255''
**Default: ''255, 255, 255''
+
 
  
 
===$Power Output:===
 
===$Power Output:===
 
*The amount of energy available. The higher the output, the faster your weapons recharge.
 
*The amount of energy available. The higher the output, the faster your weapons recharge.
*Syntax: ''Value''
+
*Syntax: '''''Float'''''
 +
 
  
<font color=red>
 
 
===$Shield Regeneration Rate:===
 
===$Shield Regeneration Rate:===
 +
{{Table36|
 
*Repair rates for shields at percent per second
 
*Repair rates for shields at percent per second
*Syntax: ''Value'', multiple of total shield hitpoints recharged each second. (NOT A PERCENTAGE! 0.02 = 2% recharged per second!)
+
*Syntax: '''''Float''''', multiplier of total shield hitpoints recharged each second. ('''NOT A PERCENTAGE''', 0.02 equals 2% recharged per second)
**Default: ''0.02''
+
**Default: ''0.02''}}
 +
 
  
 
===$Weapon Regeneration Rate:===
 
===$Weapon Regeneration Rate:===
 +
{{Table36|
 
*Regeneration rates for primary guns at percent per second
 
*Regeneration rates for primary guns at percent per second
*Syntax: ''Value'', multiple of total gun energy recharged each second (NOT A PERCENTAGE! 0.04 = 4% recharged per second!)
+
*Syntax: '''''Float''''', multiplier of total gun energy recharged each second ('''NOT A PERCENTAGE''', 0.04 equals 4% recharged per second)
**Default: ''0.04''
+
**Default: ''0.04''}}
</font>
+
 
  
 
===$Max Oclk Speed:===
 
===$Max Oclk Speed:===
 
*Maximum velocity with all energy diverted to engines
 
*Maximum velocity with all energy diverted to engines
*Syntax: ''Value'', (meters per second)
+
*Syntax: '''''Float''''', meters per second
 +
 
  
 
===$Max Weapon Eng:===
 
===$Max Weapon Eng:===
 
*The maximum amount of energy you can store in your primary weapons bank.
 
*The maximum amount of energy you can store in your primary weapons bank.
*Syntax: ''Value''
+
*Syntax: '''''Float'''''
 +
 
  
 
===$Hitpoints:===
 
===$Hitpoints:===
 
*How much damage the ship can take
 
*How much damage the ship can take
*Syntax: ''Value'', (hitpoints)
+
*Syntax: '''''Float''''', hitpoints
 
**Default: ''100''
 
**Default: ''100''
  
<font color=red>
+
 
 
===$Hull Repair Rate:===
 
===$Hull Repair Rate:===
 +
{{Table36|
 
*Repair rates for hull at percent per second
 
*Repair rates for hull at percent per second
*Syntax: ''Value'', % of hitpoints repaired per second
+
*Syntax: '''''Float''''', multiplier of hitpoints repaired per second, '''NOT A PERCENTAGE''', 0.01 equals 1% recharged per second}}
 +
 
  
 
===$Subsystem Repair Rate:===
 
===$Subsystem Repair Rate:===
 +
{{Table36|
 
*Repair rates for sybsystems percent per second
 
*Repair rates for sybsystems percent per second
*Syntax: ''Value'', multiple of total subsystem hitpoints repaired per second
+
*Syntax: ''Value'', multiplier of total subsystem hitpoints repaired per second, '''NOT A PERCENTAGE''', 0.01 equals 1% recharged per second}}
**Default ''0.01'', that is 1 % per second
+
 
  
 
===$Armor Type===
 
===$Armor Type===
*REQUIRES ADDITIONAL TABLE. Defines armor type used for the ship
+
{{Table36|
*Syntax: ''Name'', as defined in armor.tbl
+
*'''REQUIRES ADDITIONAL TABLE'''. Defines armor type used for the ship
</font>
+
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}
 +
 
  
 
===$Flags:===
 
===$Flags:===
*See below
+
*See [[Ships.tbl#Ships.tbl_flags|below]]
*Syntax: ''( "Flag" "Flag" )''
+
*Syntax: '''''( "String" "String" )''''', names of the flags assigned to the ship
 
**Example: ( "fighter" "in tech database" )
 
**Example: ( "fighter" "in tech database" )
 +
  
 
===$AI Class:===
 
===$AI Class:===
 
*Default AI class
 
*Default AI class
*Syntax: ''AI name'', as defined in AI.tbl
+
*Syntax: '''''String''''', name of the AI class as defined in [[ai.tbl]]
 +
 
  
 
===$Afterburner:===
 
===$Afterburner:===
 
*Defines if the ships has afterburner
 
*Defines if the ships has afterburner
*Syntax: ''YES'' or ''NO''
+
*Syntax: '''''Boolean''''', yes or no
 
*'''+Aburn Max Vel:'''
 
*'''+Aburn Max Vel:'''
**In same format as in $Max Velocity:
+
**Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second
**Syntax: ''Value'', (meters per second)
 
 
*'''+Aburn For accel:'''
 
*'''+Aburn For accel:'''
**Defined only as the forward acceleration. In same format as $Forward accel:
+
**Defined only for the forward acceleration. In same format as $Forward accel:
**Syntax: ''Value'', (seconds)
+
**Syntax: '''''Float''''', seconds
 
*'''+Aburn Fuel:'''
 
*'''+Aburn Fuel:'''
 
**Amount of afterburner fuel the ship has
 
**Amount of afterburner fuel the ship has
**Syntax: ''Value'' (fuel units)
+
**Syntax: '''''Float''''', fuel
 
*'''+Aburn Burn Rate:'''
 
*'''+Aburn Burn Rate:'''
 
**Rate the fuel is consumed when afterburner is engaged (in units per seconds)
 
**Rate the fuel is consumed when afterburner is engaged (in units per seconds)
**Syntax: ''Value'' (fuel units per second)
+
**Syntax: '''''Float''''', fuel units per second
 
*'''+Aburn Rec Rate:'''
 
*'''+Aburn Rec Rate:'''
 
**Rate the fuel is restored.
 
**Rate the fuel is restored.
**Syntax: ''Value'' (fuel units per second)
+
**Syntax: '''''Float''''', fuel units per second
*<font color=red>'''$Trails:'''
+
{{Table36|
**Implemented before FS_Open 3.6.5
+
*'''$Trails:'''
 
**Allows afterburner trails to be used
 
**Allows afterburner trails to be used
 
**'''+Bitmap:'''
 
**'''+Bitmap:'''
 
***Texture used to draw the afterburner trail
 
***Texture used to draw the afterburner trail
***Syntax: ''Filename''
+
***Syntax: '''''String''''', filename
 
**'''+Width:'''
 
**'''+Width:'''
 
***Width of afterburner trail at the beginning of it (ie. the thruster end)
 
***Width of afterburner trail at the beginning of it (ie. the thruster end)
***Syntax: ''Value'', (in meters)
+
***Syntax: '''''Float''''', meters
****Default: ''1.0''
 
 
**'''+Alpha:'''
 
**'''+Alpha:'''
 
***Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)
 
***Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)
***Syntax: ''Value''
+
***Syntax: '''''Float'''''
****Default: ''1.0''
 
 
**'''+Life:'''
 
**'''+Life:'''
 
***How long the trail will last
 
***How long the trail will last
***Syntax: ''Value'', (in seconds)
+
***Syntax: '''''Float''''', seconds}}
****Default: ''5.0''
+
 
</font>
 
  
<font color=red>
 
 
===$Countermeasure Type:===
 
===$Countermeasure Type:===
*Defines the weapon model used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have "countermeasure" flag in that case.
+
{{Table36|
*Syntax: ''Name'', as defined in weapons.tbl
+
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have "countermeasure" flag in that case.
</font>
+
*Syntax: '''''String''''', name of the weapon as defined in [[weapons.tbl]]}}
 +
 
  
 
===$Countermeasures:===
 
===$Countermeasures:===
 
*Number of countermeasures that can be loaded to the ship
 
*Number of countermeasures that can be loaded to the ship
*Syntax: ''Value''
+
*Syntax: '''''Integer'''''
 +
 
  
 
===$Scan time:===
 
===$Scan time:===
 
*Time it takes to scan the ship
 
*Time it takes to scan the ship
*Syntax: ''Value'', (milliseconds)
+
*Syntax: '''''Integer''''', milliseconds
**Default: ''2000''
+
 
  
 
===$EngineSnd:===
 
===$EngineSnd:===
 
*Engine sound used for the ship with number referring to sounds.tbl
 
*Engine sound used for the ship with number referring to sounds.tbl
*Syntax: ''Name'', where sound is the index or name of a sound in sounds.tbl
+
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]
 +
 
  
 
===$Closeup_pos:===
 
===$Closeup_pos:===
 
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view
 
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view
*Syntax: ''Value'', ''Value'', ''Value'', (X, Y and Z values)
+
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively
 +
 
  
 
===$Closeup_zoom:===
 
===$Closeup_zoom:===
 
*How the model will show at techroom. How far the camera's zoomed in, defines camera's FOV.
 
*How the model will show at techroom. How far the camera's zoomed in, defines camera's FOV.
*Syntax: ''Value'', (radians)
+
*Syntax: '''''Float''''', radians
 +
 
  
<font color=red>
 
 
===$Topdown offset:===
 
===$Topdown offset:===
 +
{{Table36|
 
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.
 
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.
*Syntax: ''Value'', (meters)
+
*Syntax: '''''Float''''', meters}}
</font>
+
 
  
 
===$Shield_icon:===
 
===$Shield_icon:===
*This .ani file must be at data/hud and included to the hud.tbl. <font color=red> Reference to the hud.tbl is no longer needed.</font>
+
*This .ani file must be at data/hud and included to the hud.tbl.
 +
{{Table36|
 +
*Reference to the hud.tbl is no longer needed.}}
 +
 
 
*Syntax: ''Filename''
 
*Syntax: ''Filename''
**Example: ''shield-f01''
+
 
  
 
===$Ship_icon:===
 
===$Ship_icon:===
*The icon used in ship selection. <font color=red>Ship model is used by default to generate the image.</font>
+
*The icon used in ship selection.  
 +
{{Table36|
 +
*Ship model is used by default to generate the image.}}
 +
 
 
*Syntax: ''Filename''
 
*Syntax: ''Filename''
**Example: ''iconfighter01''
+
 
  
 
===$Ship_anim:===
 
===$Ship_anim:===
*The glowing green grid animation used in ship selection. <font color=red>Ship model is used by default to generate the image.</font>
+
*The glowing green grid animation used in ship selection.
*Syntax: ''Filename''
+
{{Table36|
**Example: ''ssfighter01''
+
*Ship model is used by default to generate the image.}}
 +
 
 +
*Syntax: '''''String''''', filename
 +
 
  
 
===$Ship_overhead:===
 
===$Ship_overhead:===
*The overhead view used in the weapons loadout. <font color=red>Ship model is used by default to generate the image.</font>
+
*The overhead view used in the weapons loadout.  
*Syntax: ''Filename''
+
{{Table36|
**Example: ''loadfighter01''
+
*Ship model is used by default to generate the image.}}
 +
 
 +
*Syntax: '''''String''''', filename
 +
 
  
 
===$Score:===
 
===$Score:===
 
*Points awarded for destroying the ship
 
*Points awarded for destroying the ship
*Syntax: ''Value'', (points)
+
*Syntax: '''''Float'''''
 +
 
  
<font color=red>
 
 
===Customized Thruster Effects===
 
===Customized Thruster Effects===
*Implemented before FS_Open 3.6.5
+
{{Table36|
 
*'''Defines the primary thruster glow'''
 
*'''Defines the primary thruster glow'''
 
**'''$Thruster Bitmap 1:'''
 
**'''$Thruster Bitmap 1:'''
 
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Normal:''' under the '''$Thrustglows:''' entry.
 
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Normal:''' under the '''$Thrustglows:''' entry.
***Syntax: ''Filename''
+
***Syntax: '''''String''''', filename
 
**'''$Thruster Bitmap 1a:'''
 
**'''$Thruster Bitmap 1a:'''
 
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Afterburner:''' under the '''$Thrustglows:''' entry.
 
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Afterburner:''' under the '''$Thrustglows:''' entry.
***Syntax: ''Filename''
+
***Syntax: '''''String''''', filename
 
**'''$Thruster01 Radius factor:'''
 
**'''$Thruster01 Radius factor:'''
***Defines???
+
***Defines the radius multiplier
***Syntax: ''Value''
+
***Syntax: '''''Float'''''
****Default: ''1.0''
 
 
*'''Defines the secondary glow type-effect for thrusters'''
 
*'''Defines the secondary glow type-effect for thrusters'''
 
**'''$Thruster Bitmap 2:'''
 
**'''$Thruster Bitmap 2:'''
 
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Sec_Normal:''' under the '''$ThrustAnims:''' entry.
 
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Sec_Normal:''' under the '''$ThrustAnims:''' entry.
***Syntax: ''Filename''
+
***Syntax: '''''String''''', filename
 
**'''$Thruster Bitmap 2a:'''
 
**'''$Thruster Bitmap 2a:'''
 
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Sec_Afterburn:''' under the '''$ThrustAnims:''' entry.
 
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Sec_Afterburn:''' under the '''$ThrustAnims:''' entry.
***Syntax: ''Filename''
+
***Syntax: '''''String''''', filename
 
**'''$Thruster02 Radius factor:'''
 
**'''$Thruster02 Radius factor:'''
***Defines???
+
***Defines the radius multiplier
***Syntax: ''Value''
+
***Syntax: '''''Float'''''
****Default: ''1.0''
 
 
**'''$Thruster02 Lenght factor:'''
 
**'''$Thruster02 Lenght factor:'''
 
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters
 
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters
***Replaces the older ''$Thruster01 Lenght factor:''
+
***Replaces the older '''$Thruster01 Lenght factor:'''
***Syntax: ''Value''
+
***Syntax: '''''Float'''''
 
*'''Defines the tertiary glow type-effect for thrusters'''
 
*'''Defines the tertiary glow type-effect for thrusters'''
 
**'''$Thruster Bitmap 3:'''
 
**'''$Thruster Bitmap 3:'''
 
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Ter_Normal:''' under the '''$ThrustAnims:''' entry.
 
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Ter_Normal:''' under the '''$ThrustAnims:''' entry.
***Syntax: ''Filename''
+
***Syntax: '''''String''''', filename
 
**'''$Thruster Bitmap 3a:'''
 
**'''$Thruster Bitmap 3a:'''
 
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Ter_Afterburn:''' under the '''$ThrustAnims:''' entry.
 
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Ter_Afterburn:''' under the '''$ThrustAnims:''' entry.
***Syntax: ''Filename''
+
***Syntax: '''''String''''', filename
 
**'''$Thruster03 Radius factor:'''
 
**'''$Thruster03 Radius factor:'''
***Defines???
+
***Defines the radius multiplier
***Syntax: ''Value''
+
***Syntax: '''''Float'''''}}
****Default: ''1.0''
+
 
  
 
===$Thruster Particles:===
 
===$Thruster Particles:===
 +
{{Table36|
 
*Defines the alternative particle thruster
 
*Defines the alternative particle thruster
*Implemented before FS_Open 3.6.5
 
 
*'''$Thruster Particle Bitmap:''' OR '''$Afterburner Particle Bitmap:'''
 
*'''$Thruster Particle Bitmap:''' OR '''$Afterburner Particle Bitmap:'''
**Name of the animation used for particle thrusters, up to three can be defined for both standard thrusters and afterburners (6 in total). Afterburner particles require atleast 1 existing particle thruster entry.
+
**Name of the animation used for particle thrusters, up to '''three''' can be defined for both '''standard''' thrusters and '''afterburners''' (6 in total). Afterburner particles require at least 1 existing particle thruster entry.
**Syntax: ''Filename'', of ani file used
+
**Syntax: '''''String''''', filename
***Example: Exp04
 
 
*'''$Min Radius:'''
 
*'''$Min Radius:'''
 
**Defines the minimum radius of new particles
 
**Defines the minimum radius of new particles
**Syntax: ''Value'', (in meters)
+
**Syntax: '''''Float''''', meters
 
*'''$Max Radius:'''
 
*'''$Max Radius:'''
 
**Defines the maximum radius of new particles
 
**Defines the maximum radius of new particles
**Syntax: ''Value'', (in meters)
+
**Syntax: '''''Float''''', meters
 
*'''$Min created:'''
 
*'''$Min created:'''
**Defines the minimum amount of particles created per second
+
**Defines the minimum amount of particles created
**Syntax: ''Value'', (per second)
+
**Syntax: '''''Float'''''
 
*'''$Max created:'''
 
*'''$Max created:'''
**Defines the maximum amount of particles created per second
+
**Defines the maximum amount of particles created
**Syntax: ''Value'', (per second)
+
**Syntax: '''''Float'''''
 
*'''$Variance:'''
 
*'''$Variance:'''
 
**Value that describes the randomnes or particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction
 
**Value that describes the randomnes or particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction
**Syntax: ''Value'', (per second)
+
**Syntax: '''''Float'''''}}
</font>
+
 
  
 
===$Stealth:===
 
===$Stealth:===
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar. <font color=red>This field is deprectated, and mods using 3.6.8 and above should use the "stealth" flag.</font>
+
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.  
*Syntax: None
+
{{Table36|
**Default: Off
+
This field is deprectated, and mods using 3.6.8 and above should use the "stealth" flag.}}
 +
 
  
<font color=red>
 
 
===$Max decals:===
 
===$Max decals:===
 +
{{Table36|
 
*Defines: Maximum number of weapon decals on a ship
 
*Defines: Maximum number of weapon decals on a ship
*Implemented before FS_Open 3.6.5
+
*Syntax: '''''Integer''''', maximum number of decals on ship
*Syntax: ''Number'', of decals on ship
+
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.
+
 
</font>
 
  
 
===$Trail:===
 
===$Trail:===
Line 583: Line 684:
 
*'''+Offset:'''
 
*'''+Offset:'''
 
**The position of the contrail's head
 
**The position of the contrail's head
**Syntax: ''Value'', ''Value'', ''Value'', (X, Y, Z values) relative to the centerpoint of the model
+
**Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively, relative to the center point of the model
 
*'''+Start Width:'''
 
*'''+Start Width:'''
 
**The width of the contrail's head
 
**The width of the contrail's head
**Syntax: ''Value'', (meters)
+
**Syntax: '''''Float''''', meters
 
*'''+End Width:'''
 
*'''+End Width:'''
 
**The width of the contrail's tail
 
**The width of the contrail's tail
**Syntax: ''Value'', (meters)
+
**Syntax: '''''Float''''', meters
 
*'''+Start Alpha:'''
 
*'''+Start Alpha:'''
 
**The opacity of the contrail's head
 
**The opacity of the contrail's head
**Syntax: ''Value'', value between 0 and 1
+
**Syntax: '''''Float''''', value between 0 and 1
 
*'''+End Alpha:'''
 
*'''+End Alpha:'''
 
**The opacity of the contrail's tail
 
**The opacity of the contrail's tail
**Syntax: ''Value'', value between 0 and 1
+
**Syntax: '''''Float''''', value between 0 and 1
 
*'''+Max Life:'''
 
*'''+Max Life:'''
 
**How long the contrail remains
 
**How long the contrail remains
**Syntax: ''Value'', (seconds)
+
**Syntax: '''''Float'''''', seconds
 
*'''+Spew Time:'''
 
*'''+Spew Time:'''
**????
+
**Syntax: '''''Integer'''''
**Syntax: ''Value'', (seconds)
 
 
*'''+Bitmap:'''
 
*'''+Bitmap:'''
 
**The image to use for the contrail.
 
**The image to use for the contrail.
**Syntax: ''Filename''
+
**Syntax: '''''String''''', filename
***Example: Contrail01
+
 
  
<font color=red>
 
 
===$Thruster:===
 
===$Thruster:===
 +
{{Table36|
 
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.
 
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.
 
*'''+Index:'''
 
*'''+Index:'''
 
**Defines the index number of the manouvering thruster defined in this entry
 
**Defines the index number of the manouvering thruster defined in this entry
**Syntax: ''Value''
+
**Syntax: '''''Integer'''''
 
*'''+Used for:'''
 
*'''+Used for:'''
 
**Defines the maneuver that triggers the maneuvering thruster
 
**Defines the maneuver that triggers the maneuvering thruster
 
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse
 
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse
 +
**Syntax: '''''String'''''
 
*'''+Flags:'''
 
*'''+Flags:'''
 
**Flags that modify thruster behavior. As of now, only "no scale" exists, which causes all thrusters to be displayed at the same size regardless of thrust amount.
 
**Flags that modify thruster behavior. As of now, only "no scale" exists, which causes all thrusters to be displayed at the same size regardless of thrust amount.
 
**List of flags: no scale
 
**List of flags: no scale
**Syntax: ("''Name''")
+
**Syntax: ("'''''String'''''"), names of the flags
 
*'''+Position:'''
 
*'''+Position:'''
 
**Defines thruster location
 
**Defines thruster location
**Syntax: ( ''Value'' ''Value'' ''Value'' )
+
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), position from the ships center point, x, y, z axis respectively
 
*'''+Normal:'''
 
*'''+Normal:'''
 
**Defines the direction where the thruster points to
 
**Defines the direction where the thruster points to
**Syntax: ( ''Value'' ''Value'' ''Value'')
+
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), direction of the thrusters normal, x, y, z axis respectively
 
*'''+Texture:'''
 
*'''+Texture:'''
 
**Defines the graphic that will be used for trail, rendered like beams
 
**Defines the graphic that will be used for trail, rendered like beams
**Syntax: ''Filename''
+
**Syntax: '''''String''''', filename
 
*'''+Radius:'''
 
*'''+Radius:'''
 
**Defines the radius of cylinder
 
**Defines the radius of cylinder
**Syntax: ''Value'', (meters)
+
**Syntax: '''''Float''''', meters
 
*'''+Length:'''
 
*'''+Length:'''
 
**Defines the lenght of thruster trail
 
**Defines the lenght of thruster trail
**Syntax: ''Value'', (meters)
+
**Syntax: '''''Float''''', meters
 
*'''+StartSnd:'''
 
*'''+StartSnd:'''
 
**Defines the sound played when the thruster is started  
 
**Defines the sound played when the thruster is started  
**Syntax: ''Value'', (sounds.tbl reference)
+
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]
 
*'''+LoopSnd:'''
 
*'''+LoopSnd:'''
 
**Defines the sound played when the thruster is continously used
 
**Defines the sound played when the thruster is continously used
**Syntax: ''Value'', (sounds.tbl reference)
+
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]
 
*'''+StopSnd:'''
 
*'''+StopSnd:'''
 
**Defines the sound played when the thruster is shutting down
 
**Defines the sound played when the thruster is shutting down
**Syntax: ''Value'', (sounds.tbl reference)
+
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}
</font>
+
 
  
 
===[[Subsystems|$Subsystem:]]===
 
===[[Subsystems|$Subsystem:]]===
  
===Ships.tbl flags===
 
  
'''"no_collide"'''
+
==Ships.tbl flags==
*Defines ship as non-collideable, ie everything will go through it
+
 
'''"player_ship"'''
+
 
 +
==="no_collide"===
 +
*Defines ship as non-collideable, ie. everything will go through it
 +
 
 +
 
 +
==="player_ship"===
 
*Makes it possible to player to fly the ship
 
*Makes it possible to player to fly the ship
'''"default_player_ship"'''
+
 
 +
 
 +
==="default_player_ship"===
 
*Makes this ship as a default part of the loadout options in FRED
 
*Makes this ship as a default part of the loadout options in FRED
'''"repair_rearm"''' OR '''"support"'''
+
 
 +
 
 +
----
 +
 
 +
===Ship Type===
 +
*Flags in this section are used to define the type of the ship
 +
*Use only one '''ship type''' flag per table entry
 +
{{Table36|
 +
*New ship types can be defined in [[objecttypes.tbl]]}}
 +
 
 +
 
 +
===="repair_rearm"====
 +
*Alternate name for "support"
 +
 +
 
 +
===="support"====
 
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly
 
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly
 
*Only one such vessel can be defined per species
 
*Only one such vessel can be defined per species
'''"cargo"'''
+
 
 +
 
 +
===="cargo"====
 
*Defines ship as a cargo crate and also sets the AI behaviour
 
*Defines ship as a cargo crate and also sets the AI behaviour
 
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders
 
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders
'''"fighter"'''
+
 
 +
 
 +
===="fighter"====
 
*Defines ship as a fighter and also sets the AI behaviour
 
*Defines ship as a fighter and also sets the AI behaviour
 
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders
 
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders
'''"bomber"'''
+
 
 +
 
 +
===="bomber"====
 
*Defines ship as a bomber and also sets the AI behaviour
 
*Defines ship as a bomber and also sets the AI behaviour
 
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders
 
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders
'''"transport"'''
+
 
 +
 
 +
===="transport"====
 
*Defines ship as a transport and also sets the AI behaviour
 
*Defines ship as a transport and also sets the AI behaviour
'''"freighter"'''
+
 
 +
 
 +
===="freighter"====
 
*Defines ship as a freighter and also sets the AI behaviour
 
*Defines ship as a freighter and also sets the AI behaviour
'''"capital"'''
+
 
 +
 
 +
===="capital"====
 
*Defines ship as a capital ship and also sets the AI behaviour
 
*Defines ship as a capital ship and also sets the AI behaviour
'''"supercap"''' OR '''"super cap"'''
+
 
 +
 
 +
===="supercap"====
 +
*Alternate name for "super cap"  
 +
 
 +
 
 +
===="super cap"====
 
*Defines ship as a super capital ship and also sets the AI behaviour
 
*Defines ship as a super capital ship and also sets the AI behaviour
'''"drydock"'''
+
 
 +
 
 +
===="drydock"====
 
*Defines ship as a drydock and also sets the AI behaviour
 
*Defines ship as a drydock and also sets the AI behaviour
'''"cruiser"'''
+
 
 +
 
 +
===="cruiser"====
 
*Defines ship as a cruiser and also sets the AI behaviour
 
*Defines ship as a cruiser and also sets the AI behaviour
'''"navbuoy"'''
+
 
 +
 
 +
===="navbuoy"====
 
*Defines ship as a navbuoy and also sets the AI behaviour
 
*Defines ship as a navbuoy and also sets the AI behaviour
 
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders
 
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders
'''"sentrygun"''' OR '''"sentry gun"'''
+
 
 +
 
 +
===="sentrygun"====
 +
*Alternate name for "sentry gun"  
 +
 
 +
 
 +
===="sentry gun"====
 
*Defines ship as a sentrygun and also sets the AI behaviour
 
*Defines ship as a sentrygun and also sets the AI behaviour
 
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders
 
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders
'''"escapepod"''' OR '''"escape pod"'''
+
 
 +
 
 +
===="escapepod"====
 +
*Alternate name for "escape pod"  
 +
 
 +
 
 +
===="escape pod"====
 
*Defines ship as a escapepod and also sets the AI behaviour
 
*Defines ship as a escapepod and also sets the AI behaviour
 
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders
 
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders
<font color=red>
+
 
'''"stealth"'''
+
 
*Defines ship as a stealth-ship: non-targettable, and not on radar.
+
===="corvette"====
</font>
+
*Defines ship as a corvette and also sets the AI behaviour
'''"no type"'''
+
 
 +
 
 +
===="gas miner"====
 +
*Defines ship as a gas miner and also sets the AI behaviour
 +
 
 +
 
 +
===="awacs"====
 +
*Defines ship as a AWACS and also sets the AI behaviour
 +
 
 +
 
 +
===="knossos"====
 +
*Alternate name for the "knossos device"
 +
 
 +
 
 +
===="knossos device"====
 +
*Defines ship as a Knossos and also sets the AI behaviour
 +
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders
 +
 
 +
 
 +
===="stealth"====
 +
{{Table36|
 +
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}
 +
 
 +
 
 +
===="no type"====
 
*Does ???
 
*Does ???
'''"ship copy"'''
+
 
 +
----
 +
 
 +
 
 +
==="ship copy"===
 
*Defines the ship as a copy of another model
 
*Defines the ship as a copy of another model
'''"in tech database"'''
+
 
 +
 
 +
==="in tech database"===
 
*Includes ships description to the tech database from the beginning of the campaign
 
*Includes ships description to the tech database from the beginning of the campaign
'''"in tech database multi"'''
+
 
 +
 
 +
==="in tech database multi"===
 
*Includes the ship to multiplayer tech database
 
*Includes the ship to multiplayer tech database
'''"dont collide invisible"'''
+
 
 +
 
 +
==="dont collide invisible"===
 
*Defines invisible textures as non-collideable (For example, a hangar entrace)
 
*Defines invisible textures as non-collideable (For example, a hangar entrace)
'''"big damage"'''
+
 
 +
 
 +
==="big damage"===
 
*Limits the damage made to the ship by non-huge weapons.
 
*Limits the damage made to the ship by non-huge weapons.
'''"corvette"'''
+
 
*Defines ship as a corvette and also sets the AI behaviour
+
 
'''"gas miner"'''
+
==="no_fred"===
*Defines ship as a gas miner and also sets the AI behaviour
 
'''"awacs"'''
 
*Defines ship as a AWACS and also sets the AI behaviour
 
'''"knossos"''' OR '''"knossos device"'''
 
*Defines ship as a Knossos and also sets the AI behaviour
 
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders
 
'''"no_fred"'''
 
 
*Ship will not appear in FRED.
 
*Ship will not appear in FRED.
<font color=red>
+
 
'''"ballistic primaries"'''
+
 
 +
==="ballistic primaries"===
 +
{{Table36|
 
*Enables the ship to use ballistic primaries
 
*Enables the ship to use ballistic primaries
*Implemented before FS_Open 3.6.5
+
*No longer needed, game handles it automatically}}
'''"flash"'''
+
 
*Makes a flash when a ship dies
+
 
*Implemented before FS_Open 3.6.5
+
==="flash"===
'''"surface shields"'''
+
{{Table36|
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.
+
*Makes a flash when a ship dies}}
'''"show ship"'''
+
 
*Will result in the player's ship model being rendered, when in cockpit mode
+
 
'''"generate icon"'''
+
==="surface shields"===
*Creates a HUD icon from the model itself
+
{{Table36|
'''"gun convergence"'''
+
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}
*Enables ship to use the firingpoints' normals in defining the direction where the weapon fire
+
 
</font>
+
 
 +
==="show ship"===
 +
{{Table36|
 +
*Enable rendering the ship even when the ship is a player ship
 +
*Will result in the player's ship model being rendered, when in cockpit mode}}
 +
 
 +
 
 +
==="generate icon"===
 +
{{Table36|
 +
*Creates a HUD icon from the model itself}}
 +
 
 +
 
 +
==="gun convergence"===
 +
{{Table36|
 +
*Enables ship to use the firing points' normals in defining the direction where the weapon fire}}
 +
 
  
 
==Player Ship Precedence==
 
==Player Ship Precedence==
*Syntax: ( ''"Name" "Name"'')
+
*Syntax: ( '''''"String" "String"''''')
*Example:
+
===Example===
  
  $Player Ship Precedence: (
+
<pre>
        "GTF Ulysses"
+
$Player Ship Precedence: (
        "GTF Hercules"
+
    "GTF Ulysses"
        "GTB Medusa"
+
    "GTF Hercules"
        "GTB Ursa"  )
+
    "GTB Medusa"
 +
    "GTB Ursa"  )
 +
</pre>
  
  
 +
==Sample==
 +
 +
<pre>
 +
#Default Player Ship
 +
 +
$Name:                      GTF Ulysses
  
==Sample==
+
#End
 +
 
 +
 
 +
#Engine Wash Info
 +
 
 +
$Name:                      Default
 +
$Angle:                      10.0
 +
$Radius Mult:                1.2
 +
$Length:                    400
 +
$Intensity:                  1.0
 +
 
 +
#End
 +
 
 +
 
 +
#Ship Classes
 +
$Name:                      GTF Ulysses
 +
$Short name:                TFight
 +
$Species:                    Terran
 +
  +Type:                      XSTR("Space Superiority", -1)
 +
  +Maneuverability:            XSTR("Excellent", -1)
 +
  +Armor:                      XSTR("Light", -1
 +
  +Manufacturer:              XSTR("Triton / Mekhu", -1)
 +
  +Description:                XSTR( " ", -1)
 +
  $end_multi_text
 +
  +Tech Description:          XSTR("Descriptive text", -1)
 +
  $end_multi_text
 +
  +Length:                    16 m
 +
  +Gun Mounts:                4
 +
  +Missile Banks:              1
 +
$POF file:                  fighter01.pof
 +
$Detail distance:            (0, 80, 300, 900)
 +
$ND:                        42 42 244
 +
$Show damage:                YES
 +
$Density:                    1
 +
$Damp:                      0.1
 +
$Rotdamp:                    0.35
 +
$Max Velocity:              0.0, 0.0, 70.0
 +
$Rotation time:              3.0, 2.6, 5.0
 +
$Rear Velocity:              0.0
 +
$Forward accel:              2.0
 +
$Forward decel:              1.5
 +
$Slide accel:                0.0
 +
$Slide decel:                0.0
 +
$Expl inner rad:            25.0
 +
$Expl outer rad:            55.0
 +
$Expl damage:                15.0
 +
$Expl blast:                1000.0
 +
$Expl Propagates:            NO
 +
$Shockwave Speed:            0.0
 +
$Allowed PBanks:            ( "Subach HL-7" "Prometheus R")
 +
$Allowed Dogfight PBanks:    ( "Subach HL-D" "Prometheus D" )
 +
$Default PBanks:            ( "Subach HL-7" "Prometheus R" )
 +
$Allowed SBanks:            ( "Rockeye" "Tempest" )
 +
$Allowed Dogfight SBanks:    ( "Tempest D"  "Hornet D" )
 +
$Default SBanks:            ( "Harpoon" )
 +
$SBank Capacity:            ( 40 )
 +
$Shields:                    380
 +
$Shield Color:              100 100 255
 +
$Power Output:              2.0
 +
$Max Oclk Speed:            94.0
 +
$Max Weapon Eng:            80.0
 +
$Hitpoints:                  180
 +
$Flags:                      (  "player_ship"
 +
                                "default_player_ship"
 +
                                "fighter"
 +
                                "in tech database")
 +
$AI Class:                  Captain
 +
$Afterburner:                YES
 +
  +Aburn Max Vel:              0.0, 0.0, 150.0
 +
  +Aburn For accel:            0.7
 +
  +Aburn Fuel:                300.0
 +
  +Aburn Burn Rate:            50.0
 +
  +Aburn Rec Rate:            25.0
 +
$Countermeasures:            25
 +
$Scan time:                  2000
 +
$EngineSnd:                  128
 +
$Closeup_pos:                0.0, 0.0, -22
 +
$Closeup_zoom:              0.5
 +
$Shield_icon:                shield-f01
 +
$Ship_icon:                  iconfighter01
 +
$Ship_anim:                  ssfighter01
 +
$Ship_overhead:              loadfighter01
 +
$Score:                      8
 +
$Trail:
 +
  +Offset:                    -7.75 -2.8 0.75
 +
  +Start Width:                0.25
 +
  +End Width:                  0.05
 +
  +Start Alpha:                1.0
 +
  +End Alpha:                  0.0
 +
  +Max Life:                  1.0
 +
  +Spew Time:                  60
 +
  +Bitmap:                    Contrail01
 +
$Trail:
 +
  +Offset:                    7.75 -2.8 0.75
 +
  +Start Width:                0.25
 +
  +End Width:                  0.05
 +
  +Start Alpha:                1.0
 +
  +End Alpha:                  0.0
 +
  +Max Life:                  1.0
 +
  +Spew Time:                  60
 +
  +Bitmap:                    Contrail01
 +
$Subsystem:    communication,  10, 0
 +
$Subsystem:    navigation,      10, 0
 +
$Subsystem:    weapons,        20, 0
 +
$Subsystem:    sensors,        10, 0
 +
$Subsystem:    engines,        35, 0
 +
 
 +
#End
  
  #Default Player Ship
+
$Player Ship Precedence: (
  $Name:                      GTF Ulysses
+
      "GTF Ulysses")
  #End
+
</pre>
  #Engine Wash Info
 
  $Name:                      Default
 
  $Angle:                      10.0
 
  $Radius Mult:                1.2
 
  $Length:                    400
 
  $Intensity:                  1.0
 
  #End
 
  #Ship Classes
 
  $Name:                      GTF Ulysses
 
  $Short name:                TFight
 
  $Species:                    Terran
 
      +Type:                      XSTR("Space Superiority", -1)
 
      +Maneuverability:            XSTR("Excellent", -1)
 
      +Armor:                      XSTR("Light", -1
 
      +Manufacturer:              XSTR("Triton / Mekhu", -1)
 
      +Description:                XSTR( " ", -1)
 
      $end_multi_text
 
      +Tech Description:          XSTR("Descriptive text", -1)
 
      $end_multi_text
 
      +Length:                    16 m
 
      +Gun Mounts:                4
 
      +Missile Banks:              1
 
  $POF file:                  fighter01.pof
 
  $Detail distance:            (0, 80, 300, 900)
 
  $ND:                        42 42 244
 
  $Show damage:                YES
 
  $Density:                    1
 
  $Damp:                      0.1
 
  $Rotdamp:                    0.35
 
  $Max Velocity:              0.0, 0.0, 70.0
 
  $Rotation time:              3.0, 2.6, 5.0
 
  $Rear Velocity:              0.0
 
  $Forward accel:              2.0
 
  $Forward decel:              1.5
 
  $Slide accel:                0.0
 
  $Slide decel:                0.0
 
  $Expl inner rad:            25.0
 
  $Expl outer rad:            55.0
 
  $Expl damage:                15.0
 
  $Expl blast:                1000.0
 
  $Expl Propagates:            NO
 
  $Shockwave Speed:            0.0
 
  $Allowed PBanks:            ( "Subach HL-7" "Prometheus R")
 
  $Allowed Dogfight PBanks:    ( "Subach HL-D" "Prometheus D" )
 
  $Default PBanks:            ( "Subach HL-7" "Prometheus R" )
 
  $Allowed SBanks:            ( "Rockeye" "Tempest" )
 
  $Allowed Dogfight SBanks:    ( "Tempest D"  "Hornet D" )
 
  $Default SBanks:            ( "Harpoon" )
 
  $SBank Capacity:            ( 40 )
 
  $Shields:                    380
 
  $Shield Color:              100 100 255
 
  $Power Output:              2.0
 
  $Max Oclk Speed:            94.0
 
  $Max Weapon Eng:            80.0
 
  $Hitpoints:                  180
 
  $Flags:                      (  "player_ship"
 
                                  "default_player_ship"
 
                                  "fighter"
 
                                  "in tech database")
 
  $AI Class:                  Captain
 
  $Afterburner:                YES
 
      +Aburn Max Vel:              0.0, 0.0, 150.0
 
      +Aburn For accel:            0.7
 
      +Aburn Fuel:                300.0
 
      +Aburn Burn Rate:            50.0
 
      +Aburn Rec Rate:            25.0
 
  $Countermeasures:            25
 
  $Scan time:                  2000
 
  $EngineSnd:                  128
 
  $Closeup_pos:                0.0, 0.0, -22
 
  $Closeup_zoom:              0.5
 
  $Shield_icon:                shield-f01
 
  $Ship_icon:                  iconfighter01
 
  $Ship_anim:                  ssfighter01
 
  $Ship_overhead:              loadfighter01
 
  $Score:                      8
 
  $Trail:
 
      +Offset:                    -7.75 -2.8 0.75
 
      +Start Width:                0.25
 
      +End Width:                  0.05
 
      +Start Alpha:                1.0
 
      +End Alpha:                  0.0
 
      +Max Life:                  1.0
 
      +Spew Time:                  60
 
      +Bitmap:                    Contrail01
 
  $Trail:
 
      +Offset:                    7.75 -2.8 0.75
 
      +Start Width:                0.25
 
      +End Width:                  0.05
 
      +Start Alpha:                1.0
 
      +End Alpha:                  0.0
 
      +Max Life:                  1.0
 
      +Spew Time:                  60
 
      +Bitmap:                    Contrail01
 
  $Subsystem:    communication,  10, 0
 
  $Subsystem:    navigation,      10, 0
 
  $Subsystem:    weapons,        20, 0
 
  $Subsystem:    sensors,        10, 0
 
  $Subsystem:    engines,        35, 0
 
  #End
 
  $Player Ship Precedence: (
 
        "GTF Ulysses")
 
  
  
 
[[Category:Tables]]
 
[[Category:Tables]]

Revision as of 12:50, 26 July 2007

Revision information..

3.6.x branch: 2.336.2.71
3.7 branch: -



Links to archived versions:



Contents

General Format

  • Ship.tbl is formed of several different sections.
  • All sections beginning with # need #End before the next section.
    • #Default Player Ship
      • Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.
    • #Engine Wash Info
      • Includes all the definitions of all engine washes used in the game.
    • #Ship Classes
      • Includes entries for every ship and also defines their attributes that are used in the game
      • Is discussed in detail at Table Options section.
    • $Player Ship Precedence
      • Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player. The next ship on the list is used in its place (assuming that ship is allowed for the player)

Default Player Ship

  • Defines the default ship in the game.
  • Syntax: Name, name of ship model as defined in Table Options.

Engine Wash

  • Defines the engines washes
  • First entry must be named 'default'

$Name:

  • Defines the name of the engine wash. In Modular Tables this can be sometimes be followed by line +nocreate that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.
  • Syntax: Name

$Angle:

  • Defines the angle from the engine where the engine wash exists
  • Syntax: Value', (degrees)

$Radius Mult:

  • Defines something???
  • Syntax: Value, (multiplier)

$Length:

  • Defines the lenght of the engine wash
  • Syntax: Value, (meters)

$Intensity:

  • Defines the strenght of the engine wash
  • Syntax: Value, (blast effect)

Example

  $Name:           Default
  $Angle:          10.0
  $Radius Mult:    1.2
  $Length:         400
  $Intensity:      1.0

Table Options

$Name:

  • Model name that is used also in game. It is also used as name for the whole ship entry. In Modular Tables this can be sometimes be followed by line +nocreate that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.
  • Syntax: String', name


$Short name:

  • Shortened model name, for FRED, Usually more descriptive than the real name.
  • Syntax: String'


$Species:

  • Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.
FS2 Open, 3.6.x:
  • More species have been enabled, and all of these have to be defined in species_defs.tbl.
  • Syntax: String, name of the species
    • Example: Terran


Technical description

List of discriptive terms for techroom and ship selection screens. Number after the quotes refers to tstrings.tbl

Example

+Type:                     XSTR("", -1)
+Maneuverability:          XSTR("", -1)
+Armor:                    XSTR("", -1)
+Manufacturer:             XSTR("", -1)
+Description:              XSTR("", -1)
$end_multi_text
+Tech Description:         XSTR("", -1)
$end_multi_text
+Length:                   20 m
+Gun Mounts:               4
+Missile Banks:            1


$POF file:

  • Filename of the model file (.pof) at data/models folder
  • Syntax: String.pof, model filename


$Texture Replace:

FS2 Open, 3.6.x:
  • +old:
  • Defines the texture to be replaced
    • Syntax: String, filename
  • +new:
  • Defines the new texture
    • Syntax: String, filename


$POF target file:

  • Optional hud targeting model
  • Syntax: String.pof, model filename


$POF target LOD:

FS2 Open, 3.6.x:
  • Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox
  • Syntax: Integer


$Detail distance:

  • Definies the distance where the change between different Levels-Of-Details (LODs) occurs
  • Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. (We need a coder to post here the multiplier values that each level sets).
  • Syntax: (Detail Distances) , list of integers (same amount as LODs), distances from the model in meters
    • Example: (0, 80, 300, 900)


$ND:

  • No Dim field field was used in FS1 for ship lights. Use of glowmaps is preferred to the $ND entry.
  • Syntax: Color, red, green, blue respectively, value from 0 to 255
    • Example: 42, 42, 224


$Show damage:

  • No known function. Best left alone to avoid possible compatibility issues.
  • Syntax: Boolean, yes or no, usually yes


$Impact Spew:

FS2 Open, 3.6.x:
  • Used to define the impact particle spew
  • +Max particles:
    • Defines the maximum number of particles spewed
    • Setting to zero causes model to generate no particles at all
    • Syntax: Integer


$Damage Spew:

FS2 Open, 3.6.x:
  • Used to define the damage particle spew
  • +Max particles:
    • Defines the maximum number of particles spewed
    • Setting to zero causes model to generate no particles at all
    • Syntax: Integer


$Density:

  • This defines how hard you hit something. If you set it very high, a collision will severely damage your ship, and push the lower density object away; the higher the numbers are, the harder they will hit and the farther they will be pushed. Setting a density of 10 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid.
  • Syntax: Float, usually 1


$Damp:

  • Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, "this has no physics, like Wing Commander." The more damping, the harder to control, but the more smoothly it moves.
  • Syntax: Float


$Rotdamp:

  • Same thing, but for rotational movement.
  • Syntax: Float


$Max Velocity:

  • Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.
  • Syntax: Vector, three floats, x-axis, y-axis, z-axis, respectively, meters per second
    • Example: 0.0, 0.0, 80.0


$Rotation time:

  • Defines rotation times around the x, y, and z -axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis
  • Syntax: Vector, three floats, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively
    • Example: 3.0, 2.6, 5.0


$Rear Velocity:

  • Defines rear velocity
  • Syntax: Float, meters per second


$Forward accel:

  • Number of seconds needed from full stop to maximum velocity
  • Syntax: Float, seconds


$Forward decel:

  • Number of seconds needed from maxumum velocity to full stop
  • Syntax: Float, seconds


$Slide accel:

  • Same for sliding as the $Forward accel: is for for normal movement.
  • Syntax: Float, seconds


$Slide decel:

  • Same for sliding as the $Forward decel: is for for normal movement.
  • Syntax: Float, seconds


$Glide:

FS2 Open, 3.6.x:
  • Allows gliding in game, i.e. turning the ship's facing without changing it's direction.
  • Syntax: Boolean, yes or no


$Warpin type:

FS2 Open, 3.6.x:
  • Allow an animation to be defined as a warpin effect.
  • Can be defined as BTRL or default.
  • Syntax: String


$Warpin speed:

FS2 Open, 3.6.x:
  • Sets the speed at which the ship warps in for default warpin effect
  • Sets the time that the ships warp in (not the animation itself) takes for BTRL type warpin effects
  • Syntax: Float, meters per second or miiliseconds


$Warpin time:

FS2 Open, 3.6.x:
  • Defines the effect duration
  • Syntax: Float, seconds


$Warpin radius:

FS2 Open, 3.6.x:
  • Defines the effect radius
  • Syntax: Float, meters


$Warpin animation:

FS2 Open, 3.6.x:
  • Defines the animation used as the warpin effect.
  • Syntax: String, filename


$Warpout type:

FS2 Open, 3.6.x:
  • Allow an animation to be defined as a warpout effect.
  • Can be defined as BTRL or default.
  • Syntax: String


$Warpout speed:

FS2 Open, 3.6.x:
  • Sets the speed at which the ship warps out for default warpout effect
  • Sets the time that the ships warp out (not the animation itself) takes for BTRL type warpout effects
  • Syntax: Float, meters per second or miiliseconds


$Warpout time:

FS2 Open, 3.6.x:
  • Defines the effect duration
  • Syntax: Float, seconds


$Warpout radius:

FS2 Open, 3.6.x:
  • Defines the effect radius
  • Syntax: Float, meters


$Warpout animation:

FS2 Open, 3.6.x:
  • Defines the animation used as the warpout effect.
  • Syntax: String, filename


$Player warpout speed:

FS2 Open, 3.6.x:
  • Sets the speed at which the player warps out from the game
  • Syntax: Float


$Expl inner rad:

  • Radius at which the full explosion damage is done
  • Syntax: Float, meters


$Expl outer rad:

  • Maximum radius at which any damage is done
  • Syntax: Float, meters


$Expl damage:

  • Amount of damage done inside the inner radius
  • Syntax: Float, damage


$Expl blast:

  • The intensity of the blast effect when you're within the outer radius
  • Syntax: Float, blast effect


$Expl Propagates:

  • This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly
  • Syntax: Boolean, yes or no


$Shockwave Damage Type:

FS2 Open, 3.6.x:
  • REQUIRES ADDITIONAL TABLE. Defines the damage type used for the ship explosions
  • Syntax: String, name of the armor as defined in armor.tbl


$Shockwave Speed:

  • Speed shockwave expands at, 0 means no shockwave
  • Syntax: Float, meters per second


$Shockwave count:

  • Defines the number of shockwaves to spawned
  • Syntax: Integer


$Shockwave model:

FS2 Open, 3.6.x:
  • Defines the textured model used as the ship's 3D shockwave
  • Syntax: String.pof, model filename


$Shockwave name:

FS2 Open, 3.6.x:
  • Defines the name of the animation to used for the 2D shockwave
  • Syntax: String, filename


$Weapon Model Draw Distance:

FS2 Open, 3.6.x:
  • Distance that external weapons are shown, ie. missiles and such.
  • Syntax: Float, meters
    • Default: 200


Primary Weapons

$Allowed PBanks:

  • List of allowed primary weapons in brackets (weapon name marked with quotes).
  • Syntax: ( "String" "String" ), names of the weapons
FS2 Open, 3.6.x:
  • Each of the primary weapon banks can optionally be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.
  • Syntax: ( "String" "String" ) ( "String" "String" )


$Allowed Dogfight PBanks:

  • Primary weapons for multiplayer dogfights.
  • Syntax: ( "String" "String" ), names of the weapons
FS2 Open, 3.6.x:
  • Each of the primary weapon dogfight banks can optionally be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.
  • Syntax: ( "String" "String" ) ( "String" "String" )


$Default PBanks:

  • Defines default primary weapons for each of the primary weapon banks
  • Syntax: ( "String" "String" ), names of the weapons


$PBank Capacity:

FS2 Open, 3.6.x:
  • Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.
  • Syntax: ( Integer, Integer )


$Show Primary Models:

FS2 Open, 3.6.x:
  • Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions
  • Syntax: ( Boolean Boolean ), yes or no
    • Example: ( YES YES ) - Note the spaces on the insides of the brackets.


Secondary Weapons

$Allowed SBanks:

  • Same for secondary weapons.
  • Syntax: ( "String" "String" ), names of the weapons
FS2 Open, 3.6.x:
  • Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.
  • Syntax: ( "String" "String" ) ( "String" "String" )


$Allowed Dogfight SBanks:

  • Same for secondary weapons.
  • Syntax: ( "String" "String" ), names of the weapons
FS2 Open, 3.6.x:
  • Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.
  • Syntax: ( "String" "String" ) ( "String" "String" )


$Default SBanks:

  • Defines default primary weapons for each of the primary weapon banks
  • Syntax: ( "String" "String" ), names of the weapons


$SBank Capacity:

  • Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.
  • Syntax: ( Integer, Integer )


$Show Secondary Models:

FS2 Open, 3.6.x:
  • Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions
  • Syntax: ( Boolean Boolean )
    • Example: (YES YES)


$Shields:

  • Determines the shield strength
  • Syntax: Float, total shield strength


$Shield Color:

  • RGB value for shield color
  • Syntax: Color, red, green, blue respectively, value from 0 to 255
    • Example: 100, 100, 255


$Power Output:

  • The amount of energy available. The higher the output, the faster your weapons recharge.
  • Syntax: Float


$Shield Regeneration Rate:

FS2 Open, 3.6.x:
  • Repair rates for shields at percent per second
  • Syntax: Float, multiplier of total shield hitpoints recharged each second. (NOT A PERCENTAGE, 0.02 equals 2% recharged per second)
    • Default: 0.02


$Weapon Regeneration Rate:

FS2 Open, 3.6.x:
  • Regeneration rates for primary guns at percent per second
  • Syntax: Float, multiplier of total gun energy recharged each second (NOT A PERCENTAGE, 0.04 equals 4% recharged per second)
    • Default: 0.04


$Max Oclk Speed:

  • Maximum velocity with all energy diverted to engines
  • Syntax: Float, meters per second


$Max Weapon Eng:

  • The maximum amount of energy you can store in your primary weapons bank.
  • Syntax: Float


$Hitpoints:

  • How much damage the ship can take
  • Syntax: Float, hitpoints
    • Default: 100


$Hull Repair Rate:

FS2 Open, 3.6.x:
  • Repair rates for hull at percent per second
  • Syntax: Float, multiplier of hitpoints repaired per second, NOT A PERCENTAGE, 0.01 equals 1% recharged per second


$Subsystem Repair Rate:

FS2 Open, 3.6.x:
  • Repair rates for sybsystems percent per second
  • Syntax: Value, multiplier of total subsystem hitpoints repaired per second, NOT A PERCENTAGE, 0.01 equals 1% recharged per second


$Armor Type

FS2 Open, 3.6.x:
  • REQUIRES ADDITIONAL TABLE. Defines armor type used for the ship
  • Syntax: String, name of the armor as defined in armor.tbl


$Flags:

  • See below
  • Syntax: ( "String" "String" ), names of the flags assigned to the ship
    • Example: ( "fighter" "in tech database" )


$AI Class:

  • Default AI class
  • Syntax: String, name of the AI class as defined in ai.tbl


$Afterburner:

  • Defines if the ships has afterburner
  • Syntax: Boolean, yes or no
  • +Aburn Max Vel:
    • Syntax: Vector, three floats, x-axis, y-axis, z-axis, respectively, meters per second
  • +Aburn For accel:
    • Defined only for the forward acceleration. In same format as $Forward accel:
    • Syntax: Float, seconds
  • +Aburn Fuel:
    • Amount of afterburner fuel the ship has
    • Syntax: Float, fuel
  • +Aburn Burn Rate:
    • Rate the fuel is consumed when afterburner is engaged (in units per seconds)
    • Syntax: Float, fuel units per second
  • +Aburn Rec Rate:
    • Rate the fuel is restored.
    • Syntax: Float, fuel units per second
FS2 Open, 3.6.x:
  • $Trails:
    • Allows afterburner trails to be used
    • +Bitmap:
      • Texture used to draw the afterburner trail
      • Syntax: String, filename
    • +Width:
      • Width of afterburner trail at the beginning of it (ie. the thruster end)
      • Syntax: Float, meters
    • +Alpha:
      • Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)
      • Syntax: Float
    • +Life:
      • How long the trail will last
      • Syntax: Float, seconds


$Countermeasure Type:

FS2 Open, 3.6.x:
  • Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have "countermeasure" flag in that case.
  • Syntax: String, name of the weapon as defined in weapons.tbl


$Countermeasures:

  • Number of countermeasures that can be loaded to the ship
  • Syntax: Integer


$Scan time:

  • Time it takes to scan the ship
  • Syntax: Integer, milliseconds


$EngineSnd:

  • Engine sound used for the ship with number referring to sounds.tbl
  • Syntax: Integer or String, name or identification number of the sound as defined in sounds.tbl


$Closeup_pos:

  • How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view
  • Syntax: Vector, three floats, x, y and z values respectively


$Closeup_zoom:

  • How the model will show at techroom. How far the camera's zoomed in, defines camera's FOV.
  • Syntax: Float, radians


$Topdown offset:

FS2 Open, 3.6.x:
  • Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.
  • Syntax: Float, meters


$Shield_icon:

  • This .ani file must be at data/hud and included to the hud.tbl.
FS2 Open, 3.6.x:
  • Reference to the hud.tbl is no longer needed.
  • Syntax: Filename


$Ship_icon:

  • The icon used in ship selection.
FS2 Open, 3.6.x:
  • Ship model is used by default to generate the image.
  • Syntax: Filename


$Ship_anim:

  • The glowing green grid animation used in ship selection.
FS2 Open, 3.6.x:
  • Ship model is used by default to generate the image.
  • Syntax: String, filename


$Ship_overhead:

  • The overhead view used in the weapons loadout.
FS2 Open, 3.6.x:
  • Ship model is used by default to generate the image.
  • Syntax: String, filename


$Score:

  • Points awarded for destroying the ship
  • Syntax: Float


Customized Thruster Effects

FS2 Open, 3.6.x:
  • Defines the primary thruster glow
    • $Thruster Bitmap 1:
      • Defines the effect for the standard drives. Overrides Species_defs.tbl line +Normal: under the $Thrustglows: entry.
      • Syntax: String, filename
    • $Thruster Bitmap 1a:
      • Defines the effect for the afterburner. Overrides Species_defs.tbl line +Afterburner: under the $Thrustglows: entry.
      • Syntax: String, filename
    • $Thruster01 Radius factor:
      • Defines the radius multiplier
      • Syntax: Float
  • Defines the secondary glow type-effect for thrusters
    • $Thruster Bitmap 2:
      • Defines the effect for the standard drives. Overrides Species_defs.tbl line +Sec_Normal: under the $ThrustAnims: entry.
      • Syntax: String, filename
    • $Thruster Bitmap 2a:
      • Defines the effect for the afterburner. Overrides Species_defs.tbl line +Sec_Afterburn: under the $ThrustAnims: entry.
      • Syntax: String, filename
    • $Thruster02 Radius factor:
      • Defines the radius multiplier
      • Syntax: Float
    • $Thruster02 Lenght factor:
      • Defines the length multiplier for the trail type (secondary) glowpoint thrusters
      • Replaces the older $Thruster01 Lenght factor:
      • Syntax: Float
  • Defines the tertiary glow type-effect for thrusters
    • $Thruster Bitmap 3:
      • Defines the effect for the standard drives. Overrides Species_defs.tbl line +Ter_Normal: under the $ThrustAnims: entry.
      • Syntax: String, filename
    • $Thruster Bitmap 3a:
      • Defines the effect for the afterburner. Overrides Species_defs.tbl line +Ter_Afterburn: under the $ThrustAnims: entry.
      • Syntax: String, filename
    • $Thruster03 Radius factor:
      • Defines the radius multiplier
      • Syntax: Float


$Thruster Particles:

FS2 Open, 3.6.x:
  • Defines the alternative particle thruster
  • $Thruster Particle Bitmap: OR $Afterburner Particle Bitmap:
    • Name of the animation used for particle thrusters, up to three can be defined for both standard thrusters and afterburners (6 in total). Afterburner particles require at least 1 existing particle thruster entry.
    • Syntax: String, filename
  • $Min Radius:
    • Defines the minimum radius of new particles
    • Syntax: Float, meters
  • $Max Radius:
    • Defines the maximum radius of new particles
    • Syntax: Float, meters
  • $Min created:
    • Defines the minimum amount of particles created
    • Syntax: Float
  • $Max created:
    • Defines the maximum amount of particles created
    • Syntax: Float
  • $Variance:
    • Value that describes the randomnes or particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction
    • Syntax: Float


$Stealth:

  • Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.
FS2 Open, 3.6.x: This field is deprectated, and mods using 3.6.8 and above should use the "stealth" flag.


$Max decals:

FS2 Open, 3.6.x:
  • Defines: Maximum number of weapon decals on a ship
  • Syntax: Integer, maximum number of decals on ship
    • Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.


$Trail:

  • These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.
  • +Offset:
    • The position of the contrail's head
    • Syntax: Vector, three floats, x, y and z values respectively, relative to the center point of the model
  • +Start Width:
    • The width of the contrail's head
    • Syntax: Float, meters
  • +End Width:
    • The width of the contrail's tail
    • Syntax: Float, meters
  • +Start Alpha:
    • The opacity of the contrail's head
    • Syntax: Float, value between 0 and 1
  • +End Alpha:
    • The opacity of the contrail's tail
    • Syntax: Float, value between 0 and 1
  • +Max Life:
    • How long the contrail remains
    • Syntax: Float', seconds
  • +Spew Time:
    • Syntax: Integer
  • +Bitmap:
    • The image to use for the contrail.
    • Syntax: String, filename


$Thruster:

FS2 Open, 3.6.x:
  • Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.
  • +Index:
    • Defines the index number of the manouvering thruster defined in this entry
    • Syntax: Integer
  • +Used for:
    • Defines the maneuver that triggers the maneuvering thruster
    • List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse
    • Syntax: String
  • +Flags:
    • Flags that modify thruster behavior. As of now, only "no scale" exists, which causes all thrusters to be displayed at the same size regardless of thrust amount.
    • List of flags: no scale
    • Syntax: ("String"), names of the flags
  • +Position:
    • Defines thruster location
    • Syntax: ( Float Float Float ), position from the ships center point, x, y, z axis respectively
  • +Normal:
    • Defines the direction where the thruster points to
    • Syntax: ( Float Float Float ), direction of the thrusters normal, x, y, z axis respectively
  • +Texture:
    • Defines the graphic that will be used for trail, rendered like beams
    • Syntax: String, filename
  • +Radius:
    • Defines the radius of cylinder
    • Syntax: Float, meters
  • +Length:
    • Defines the lenght of thruster trail
    • Syntax: Float, meters
  • +StartSnd:
    • Defines the sound played when the thruster is started
    • Syntax: Integer or String, name or identification number of the sound as defined in sounds.tbl
  • +LoopSnd:
    • Defines the sound played when the thruster is continously used
    • Syntax: Integer or String, name or identification number of the sound as defined in sounds.tbl
  • +StopSnd:
    • Defines the sound played when the thruster is shutting down
    • Syntax: Integer or String, name or identification number of the sound as defined in sounds.tbl


$Subsystem:

Ships.tbl flags

"no_collide"

  • Defines ship as non-collideable, ie. everything will go through it


"player_ship"

  • Makes it possible to player to fly the ship


"default_player_ship"

  • Makes this ship as a default part of the loadout options in FRED



Ship Type

  • Flags in this section are used to define the type of the ship
  • Use only one ship type flag per table entry
FS2 Open, 3.6.x:


"repair_rearm"

  • Alternate name for "support"


"support"

  • Defines the ship as repair and rearm vessel and sets AI behaviour accordingly
  • Only one such vessel can be defined per species


"cargo"

  • Defines ship as a cargo crate and also sets the AI behaviour
  • In FS1/FS2 ships that are marked with this flag cannot accept any player orders


"fighter"

  • Defines ship as a fighter and also sets the AI behaviour
  • In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders


"bomber"

  • Defines ship as a bomber and also sets the AI behaviour
  • In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders


"transport"

  • Defines ship as a transport and also sets the AI behaviour


"freighter"

  • Defines ship as a freighter and also sets the AI behaviour


"capital"

  • Defines ship as a capital ship and also sets the AI behaviour


"supercap"

  • Alternate name for "super cap"


"super cap"

  • Defines ship as a super capital ship and also sets the AI behaviour


"drydock"

  • Defines ship as a drydock and also sets the AI behaviour


"cruiser"

  • Defines ship as a cruiser and also sets the AI behaviour


"navbuoy"

  • Defines ship as a navbuoy and also sets the AI behaviour
  • In FS1/FS2 ships that are marked with this flag cannot accept any player orders


"sentrygun"

  • Alternate name for "sentry gun"


"sentry gun"

  • Defines ship as a sentrygun and also sets the AI behaviour
  • In FS1/FS2 ships that are marked with this flag cannot accept any player orders


"escapepod"

  • Alternate name for "escape pod"


"escape pod"

  • Defines ship as a escapepod and also sets the AI behaviour
  • In FS1/FS2 ships that are marked with this flag cannot accept any player orders


"corvette"

  • Defines ship as a corvette and also sets the AI behaviour


"gas miner"

  • Defines ship as a gas miner and also sets the AI behaviour


"awacs"

  • Defines ship as a AWACS and also sets the AI behaviour


"knossos"

  • Alternate name for the "knossos device"


"knossos device"

  • Defines ship as a Knossos and also sets the AI behaviour
  • In FS1/FS2 ships that are marked with this flag cannot accept any player orders


"stealth"

FS2 Open, 3.6.x:
  • Defines ship as a stealth-ship: non-targettable, and not on radar.


"no type"

  • Does ???


"ship copy"

  • Defines the ship as a copy of another model


"in tech database"

  • Includes ships description to the tech database from the beginning of the campaign


"in tech database multi"

  • Includes the ship to multiplayer tech database


"dont collide invisible"

  • Defines invisible textures as non-collideable (For example, a hangar entrace)


"big damage"

  • Limits the damage made to the ship by non-huge weapons.


"no_fred"

  • Ship will not appear in FRED.


"ballistic primaries"

FS2 Open, 3.6.x:
  • Enables the ship to use ballistic primaries
  • No longer needed, game handles it automatically


"flash"

FS2 Open, 3.6.x:
  • Makes a flash when a ship dies


"surface shields"

FS2 Open, 3.6.x:
  • Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.


"show ship"

FS2 Open, 3.6.x:
  • Enable rendering the ship even when the ship is a player ship
  • Will result in the player's ship model being rendered, when in cockpit mode


"generate icon"

FS2 Open, 3.6.x:
  • Creates a HUD icon from the model itself


"gun convergence"

FS2 Open, 3.6.x:
  • Enables ship to use the firing points' normals in defining the direction where the weapon fire


Player Ship Precedence

  • Syntax: ( "String" "String")

Example

$Player Ship Precedence: (
     "GTF Ulysses"
     "GTF Hercules"
     "GTB Medusa"
     "GTB Ursa"   )


Sample

#Default Player Ship

$Name:                       GTF Ulysses

#End


#Engine Wash Info

$Name:                       Default
$Angle:                      10.0
$Radius Mult:                1.2
$Length:                     400
$Intensity:                  1.0

#End


#Ship Classes
$Name:                       GTF Ulysses
$Short name:                 TFight
$Species:                    Terran
   +Type:                       XSTR("Space Superiority", -1)
   +Maneuverability:            XSTR("Excellent", -1)
   +Armor:                      XSTR("Light", -1
   +Manufacturer:               XSTR("Triton / Mekhu", -1)
   +Description:                XSTR( " ", -1)
   $end_multi_text
   +Tech Description:           XSTR("Descriptive text", -1)
   $end_multi_text
   +Length:                     16 m
   +Gun Mounts:                 4
   +Missile Banks:              1
$POF file:                   fighter01.pof
$Detail distance:            (0, 80, 300, 900)
$ND:                         42 42 244
$Show damage:                YES
$Density:                    1
$Damp:                       0.1
$Rotdamp:                    0.35
$Max Velocity:               0.0, 0.0, 70.0
$Rotation time:              3.0, 2.6, 5.0
$Rear Velocity:              0.0
$Forward accel:              2.0
$Forward decel:              1.5
$Slide accel:                0.0
$Slide decel:                0.0
$Expl inner rad:             25.0
$Expl outer rad:             55.0
$Expl damage:                15.0
$Expl blast:                 1000.0
$Expl Propagates:            NO
$Shockwave Speed:            0.0
$Allowed PBanks:             ( "Subach HL-7" "Prometheus R")
$Allowed Dogfight PBanks:    ( "Subach HL-D" "Prometheus D" )
$Default PBanks:             ( "Subach HL-7" "Prometheus R" )
$Allowed SBanks:             ( "Rockeye" "Tempest" )
$Allowed Dogfight SBanks:    ( "Tempest D"  "Hornet D" )
$Default SBanks:             ( "Harpoon" )
$SBank Capacity:             ( 40 )
$Shields:                    380
$Shield Color:               100 100 255
$Power Output:               2.0
$Max Oclk Speed:             94.0
$Max Weapon Eng:             80.0
$Hitpoints:                  180
$Flags:                      (  "player_ship"
                                "default_player_ship"
                                "fighter"
                                "in tech database")
$AI Class:                   Captain
$Afterburner:                YES
   +Aburn Max Vel:              0.0, 0.0, 150.0
   +Aburn For accel:            0.7
   +Aburn Fuel:                 300.0
   +Aburn Burn Rate:            50.0
   +Aburn Rec Rate:             25.0
$Countermeasures:            25
$Scan time:                  2000
$EngineSnd:                  128
$Closeup_pos:                0.0, 0.0, -22
$Closeup_zoom:               0.5
$Shield_icon:                shield-f01
$Ship_icon:                  iconfighter01
$Ship_anim:                  ssfighter01
$Ship_overhead:              loadfighter01
$Score:                      8
$Trail:
   +Offset:                     -7.75 -2.8 0.75
   +Start Width:                0.25
   +End Width:                  0.05
   +Start Alpha:                1.0
   +End Alpha:                  0.0
   +Max Life:                   1.0
   +Spew Time:                  60
   +Bitmap:                     Contrail01
$Trail:
   +Offset:                     7.75 -2.8 0.75
   +Start Width:                0.25
   +End Width:                  0.05
   +Start Alpha:                1.0
   +End Alpha:                  0.0
   +Max Life:                   1.0
   +Spew Time:                  60
   +Bitmap:                     Contrail01
$Subsystem:    communication,   10, 0
$Subsystem:    navigation,      10, 0
$Subsystem:    weapons,         20, 0
$Subsystem:    sensors,         10, 0
$Subsystem:    engines,         35, 0

#End

$Player Ship Precedence: (
      "GTF Ulysses")