Technical Terms and Definitions

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Craft Statistics

Type

Text data which appears as 'Craft type' in the ship selection screen. Makes no difference in the craft's performance in game

Manufacturer

Text data which appears as 'Manufacturer' in the ship selection screen. Makes no difference in the craft's performance in game

Manuverability

Text data which appears as 'Maneuveribility' in the ship selection screen. Makes no difference in the craft's performance in game, which means you can use the text 'Very High' here, with a craft as maneuverable as an Ursa

Rotation Damping

Number ranging from 0-1, defines the damping when a craft finishes rotating.

Max Velocity

Velocity to reach when your engine recharge is at default rate and you have full speed.

Max Oclk Speed

Velocity to reach when your engine recharge is at maximum rate. Does not affect maximal speed with afterburner.

Rotation Time

Requires three values. A value defines the time needed for the craft to take a 360 degree turn on an axis. The first value is the X axis, the second is the Y axis and the last is Z. The fewer the number the faster the turn is.

Rear Velocity

Maximal speed to reach when craft goes backward. If you brake down to 0 and keep pressing 'Brake', your craft starts moving backward.

Forward Acceleration

Defines forward acceleration of the craft. The higher the value the faster the acceleration.

Forward Deceleration

Defines forward deceleration of the craft. The higher the value the faster the deceleration.

Slide Acceleration

Defines slide acceleration of the craft. The higher the value the faster the slide acceleration.

Slide Deceleration

Defines slide deceleration of the craft. The higher the value the faster the slide deceleration.

Afterburner

Max Afterburner Velocity

Maximal speed to reach while using afterburners.

Afterburner Fuel

Numerical data of how much fuel the craft has available. Default is 300. The higher the value the more fuel the craft will have.

Afterburner Burn Rate

How quickly the craft burns afterburner fuel. The lower the value the more time is needed to burn the available fuel.

Afterburner Recharge Rate

How quickly your afterburner fuel recharges. Lower value makes faster recharge.

Armor

Type of armour the craft has. Source Code Project addon.

Hitpoints

The number of hitpoints the craft has. A hit decreases this value, in regard of the damage value * armor factor.

Shields

The number of shield hitpoints the craft has. A hit decreases this value, in regard of the damage value * shield factor.

Power Output

How much power the craft's main generator outputs. The higher the value the more quickly shields and laser energy will recharge.

Length

Defines length of the craft to be displayed in the 'Craft selection' screen. Does not affect the craft's length in game.

Craft Armaments

Gun Mounts

Defines number of gun mounts on the craft to be displayed in the 'Craft selection' screen. Does not affect the craft's firepower in game.

Allowed PBanks

Defines which weapons can be mounted on the craft. Must be in the following format:
$Allowed PBanks: ("Primary 1" "Primary 2")

Default PBanks

Defines which weapons are mounted on the craft when it is placed in FRED. Must be in the following format:
$Default PBanks: ("Primary 1" "Primary 2")
You must have as many weapons listed in the above value as many primary banks are defined in the POF data of the craft.

Max Weapon Energy

The energy value for weapons. The power output recharges this, while the primary weapon to be fired decreases on this, in regard of the Energy Consumed value of the fired primary weapon(s)

Missile Banks

Defines number of missile banks on the craft to be displayed in the 'Craft selection' screen. Does not affect the craft's secondary behaviour in game.

Allowed SBanks

Works in the same format and way as Allowed PBanks. This is related to secondary compatibilities.

Default SBanks

Works in the same format and way as Default PBanks. This is related to default secondary armaments.

Secondary Capacity

Defines the capacity of the secondary banks. The higher the value the more missiles can be mounted. Must have as many value as many missile banks the craft has.

Countermeasures

Defines the number of counter-measures that can be equiped on the craft.