Ships.tbl
From FreeSpace Wiki
Ships.tbl reference has was made following the older guide (originally written by GE) by
- Wanderer
- WMCoolmon
- The Trivial Psychic
- Contribute and include yourself here
Contents
- 1 General Format
- 2 Default Player Ship
- 3 Engine Wash
- 4 Table Options
- 4.1 $Name:
- 4.2 $Short name:
- 4.3 $Species:
- 4.4 Technical description
- 4.5 $POF file:
- 4.6 $POF target LOD:
- 4.7 $Detail distance:
- 4.8 $ND:
- 4.9 $Show damage:
- 4.10 $Density:
- 4.11 $Damp:
- 4.12 $Rotdamp:
- 4.13 $Max Velocity:
- 4.14 $Rotation time:
- 4.15 $Rear Velocity:
- 4.16 $Forward accel:
- 4.17 $Forward decel:
- 4.18 $Slide accel: and $Slide decel:
- 4.19 $Glide:
- 4.20 $Warpin speed:
- 4.21 $Warpout speed:
- 4.22 $Player warpout speed:
- 4.23 $Expl inner rad:
- 4.24 $Expl outer rad:
- 4.25 $Expl damage:
- 4.26 $Expl blast:
- 4.27 $Expl Propagates:
- 4.28 $Shockwave Damage Type:
- 4.29 $Shockwave Speed:
- 4.30 $Shockwave count:
- 4.31 $Shockwave model:
- 4.32 $Shockwave name:
- 4.33 $Weapon Model Draw Distance:
- 4.34 Primary Weapons
- 4.35 Secondary Weapons
- 4.36 $Shields:
- 4.37 $Shield Color:
- 4.38 $Power Output:
- 4.39 $Max Oclk Speed:
- 4.40 $Max Weapon Eng:
- 4.41 $Hitpoints:
- 4.42 $Hull Repair Rate:
- 4.43 $Subsystem Repair Rate:
- 4.44 $Armor Type
- 4.45 $Flags:
- 4.46 $AI Class:
- 4.47 $Afterburner:
- 4.48 $Countermeasure Type:
- 4.49 $Countermeasures:
- 4.50 $Scan time:
- 4.51 $EngineSnd:
- 4.52 $Closeup_pos:
- 4.53 $Closeup_zoom:
- 4.54 $Topdown offset:
- 4.55 $Shield_icon:
- 4.56 $Ship_icon:
- 4.57 $Ship_anim:
- 4.58 $Ship_overhead:
- 4.59 $Score:
- 4.60 Customized Thruster Effects
- 4.61 $Thruster Particles:
- 4.62 $Thruster Particles:
- 4.63 $Stealth:
- 4.64 $Max decals:
- 4.65 $Trail:
- 4.66 $Subsystem:
- 4.67 Ships.tbl flags
- 5 Player Ship Precedence
- 6 Sample
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
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.
- 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
- Retail options will look like this
- 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:.
$Name:
- Model name that is used also in game. It is also used as name for the whole ship entry.
- Syntax: name,
- Example: Ulysses
$Short name:
- Shortened model name, for FRED, Usually more descriptive than the real name.
- Syntax: name,
- Example: TFight
$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. More species have been enabled, and all of these are defined in species_defs.tbl.
- Syntax: Terran, Shivan or Vasudan
- Syntax: Name, as defined in species_defs.tbl
- Example: Terran
Technical description
List of discriptive terms for techroom and ship selection screens. Number after the quotes refers to tstrings.tbl (does this have any function?)
+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: Filename.pof
- Example: fighter01.pof
$POF target LOD:
- Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox
- Added to the code 13. Dec 2005
- Syntax: Value
$Detail distance:
- Definies the distance where the change between different Levels-Of-Details (LODs) occurs
- Syntax: (Value, Value, ...) (distances from the model in meters)
- Example: (0, 80, 300, 900)
$ND:
- No Dim field field was used in FS1 for ship lights. Nowadays we use glowmaps.
- Syntax: Value, Value, Value (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: YES or NO, usually YES
$Density:
- Has no function currently.
- Syntax: Value, 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: Value
$Rotdamp:
- Same thing, but for rotational movement.
- Syntax: Value
$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: Value, Value, Value, (meters per second) x-axis, y-axis, z-axis
- 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: Value, Value, Value, (seconds per 360 degree turn) x-axis, y-axis, z-axis
- Example: 3.0, 2.6, 5.0
$Rear Velocity:
- Defines rear velocity
- Syntax: Value, (meters per second) usually zero
$Forward accel:
- Number of seconds needed from full stop to maximum velocity
- Syntax: Value, (seconds)
$Forward decel:
- Number of seconds needed from maxumum velocity to full stop
- Syntax: Value, (seconds)
$Slide accel: and $Slide decel:
- Same for sliding as the $Forward accel: and $Forward decel: for normal movement.
- Syntax: Value, (seconds) for both
$Glide:
- Allows gliding in game
- Syntax: YES or NO
$Warpin speed:
- Sets the speed at which the ship warps in
- Syntax: Value
$Warpout speed:
- Sets the speed at which the ship warps out from the game
- Syntax: Value
$Player warpout speed:
- Sets the speed at which the player warps out from the game
- Syntax: Value, can not be greater than $Max Oclk Speed:
$Expl inner rad:
- Radius at which the full explosion damage is done
- Syntax: Value, (meters)
$Expl outer rad:
- Maximum radius at which any damage is done
- Syntax: Value, (meters)
$Expl damage:
- Amount of damage done inside the inner radius
- Syntax: Value, (damage value)
$Expl blast:
- The intensity of the blast effect when you're within the outer radius
- Syntax: Value, (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: YES or NO
$Shockwave Damage Type:
- REQUIRES ADDITIONAL TABLE. Defines the damage type used for the ship explosions
- Syntax: Name, as defined in armor.tbl
$Shockwave Speed:
- Speed shockwave expands at, 0 means no shockwave
- Syntax: Value, (meters per second)
$Shockwave count:
- Defines the number of shockwaves to spawned
- Syntax: Value
$Shockwave model:
- Defines the textured model used as the ship's shockwave
- Syntax: name.pof
$Shockwave name:
- Defines the name of the animation to used for the shockwave
- Syntax: Name
$Weapon Model Draw Distance:
- Distance that external weapons are shown, ie missiles and such.
- Syntax: Value, (meters)
- Default: 200
Primary Weapons
$Allowed PBanks:
- List of allowed primary weapons in brackets (weapon name marked with quotes). 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.
- Syntax: ( "Name" "Name" )
- Syntax: ( "Name" "Name" ) ( "Name" "Name" )
- Example: ( "Subach HL-7" "Prometheus R")
$Allowed Dogfight PBanks:
- Primary weapons for multiplayer dogfights. 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.
- Syntax: ( "Name" "Name" )
- Syntax: ( "Name" "Name" ) ( "Name" "Name" )
- Example: ( "Subach HL-D" "Prometheus D")
$Default PBanks:
- Defines default primary weapons for each of the primary weapon banks
- Syntax: ( "Name" "Name" )
- Example: ( "Subach HL-7" "Prometheus R")
$PBank Capacity:
- Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas. REQUIRES FLAG "ballistic primaries"
- Syntax: ( Value, Value ), usually all primary bank capacities are 1.
- Example: ( 1, 1 )
$Show Weapon Models:
- Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions
- Syntax: ( YES or NO )
- Example: (YES YES)
Secondary Weapons
$Allowed SBanks:
- Same for secondary weapons. 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: ( "Name" "Name" )
- Syntax: ( "Name" "Name" ) ( "Name" "Name" )
- Example: ( "Harpoon" "Hornet")
$Allowed Dogfight SBanks:
- Same for secondary weapons. 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: ( "Name" "Name" )
- Syntax: ( "Name" "Name" ) ( "Name" "Name" )
- Example: ( "Harpoon D" "Hornet D")
$Default SBanks:
- Defines default primary weapons for each of the primary weapon banks
- Syntax: ( "Name" "Name" )
- Example: ( "Harpoon" "Hornet")
$SBank Capacity:
- Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.
- Syntax: ( Value, Value ), (ammo capacity)
- Example: ( 40, 40 )
$Show Weapon Models:
- Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions
- Syntax: ( YES or NO )
- Example: (YES YES)
$Shields:
- Determines the shield strenght
- Syntax: Value, (total hitpoints in all quadrants together)
$Shield Color:
- RGB value for shield color
- Syntax: "Value, Value, Value (Red, Green, Blue respectively, value from 0 to 255)
- Example: 100, 100, 255
- Default: 255, 255, 255
$Power Output:
- The amount of energy available. The higher the output, the faster your weapons recharge.
- Syntax: Value
$Max Oclk Speed:
- Maximum velocity with all energy diverted to engines
- Syntax: Value, (meters per second)
$Max Weapon Eng:
- The maximum amount of energy you can store in your primary weapons bank.
- Syntax: Value
$Hitpoints:
- How much damage the ship can take
- Syntax: Value, (hitpoints)
- Default: 100
$Hull Repair Rate:
- Repair rates for hull at percent per second
- Syntax: Value, % of hitpoints repaired per second
$Subsystem Repair Rate:
- Repair rates for sybsystems percent per second
- Syntax: Value, % of hitpoints repaired per second
- Default 0.01, that is 1 % per second
$Armor Type
- REQUIRES ADDITIONAL TABLE. Defines armor type used for the ship
- Syntax: Name, as defined in armor.tbl
$Flags:
- See below
- Syntax: ( "Flag" "Flag" )
- Example: ( "fighter" "in tech database" )
$AI Class:
- Default AI class
- Syntax: AI name, as defined in AI.tbl
$Afterburner:
- Defines if the ships has afterburner
- Syntax: YES or NO
- +Aburn Max Vel:
- In same format as in $Max Velocity:
- Syntax: Value, (meters per second)
- +Aburn For accel:
- Defined only as the forward acceleration. In same format as $Forward accel:
- Syntax: Value, (seconds)
- +Aburn Fuel:
- Amount of afterburner fuel the ship has
- Syntax: Value (fuel units)
- +Aburn Burn Rate:
- Rate the fuel is consumed when afterburner is engaged (in units per seconds)
- Syntax: Value (fuel units per second)
- +Aburn Rec Rate:
- Rate the fuel is restored.
- Syntax: Value (fuel units per second)
- $Trails:
- Allows afterburner trails to be used
- +Bitmap:
- Texture used to draw the afterburner trail
- Syntax: Filename
- +Width:
- Width of afterburner trail at the beginning of it (ie. the thruster end)
- Syntax: Value, (in meters)
- Default: 1.0
- +Alpha:
- Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)
- Syntax: Value
- Default: 1.0
- +Life:
- How long the trail will last
- Syntax: Value, (in seconds)
- Default: 5.0
$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.
- WMC may continue...
- Syntax: Name, as defined in weapons.tbl
$Countermeasures:
- Number of countermeasures that can be loaded to the ship
- Syntax: Value
$Scan time:
- Time it takes to scan the ship
- Syntax: Value, (milliseconds)
- Default: 2000
$EngineSnd:
- 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
$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: Value, Value, Value, (X, Y and Z values)
$Closeup_zoom:
- How the model will show at techroom. How far the camera's zoomed in, defines camera's FOV.
- Syntax: Value, (radians)
$Topdown offset:
- Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.
- Syntax: Value, (meters)
$Shield_icon:
- This .ani file must be at data/hud and included to the hud.tbl. Reference to the hud.tbl is no longer needed.
- Syntax: Filename
- Example: shield-f01
$Ship_icon:
- The icon used in ship selection. Ship model is used by default to generate the image.
- Syntax: Filename
- Example: iconfighter01
$Ship_anim:
- The glowing green grid animation used in ship selection. Ship model is used by default to generate the image.
- Syntax: Filename
- Example: ssfighter01
$Ship_overhead:
- The overhead view used in the weapons loadout. Ship model is used by default to generate the image.
- Syntax: Filename
- Example: loadfighter01
$Score:
- Points awarded for destroying the ship
- Syntax: Value, (points)
Customized Thruster Effects
- Just a guess. I have no idea what these do. TBP, PLEASE HELP!
- Defines the primary thruster animation
- $Thruster Bitmap 1:
- Defines the animation for the standard drives
- Syntax: Filename
- $Thruster Bitmap 1a:
- Defines the animation for the afterburner effect
- Syntax: Filename
- $Thruster01 Radius factor:
- Defines???
- Syntax: Value
- Default: 1.0
- $Thruster Bitmap 1:
- Defines the secondary thruster animation
- $Thruster Bitmap 2:
- Defines the animation for the standard drives
- Syntax: Filename
- $Thruster Bitmap 2a:
- Defines the animation for the afterburner effect
- Syntax: Filename
- $Thruster02 Radius factor:
- Defines???
- Syntax: Value
- Default: 1.0
- $Thruster01 Lenght factor:
- Defines???
- Syntax: Value
- $Thruster Bitmap 2:
- Defines the tertiary thruster animation
- $Thruster Bitmap 3:
- Defines the animation for the standard drives
- Syntax: Filename
- $Thruster Bitmap 3a:
- Defines the animation for the afterburner effect
- Syntax: Filename
- $Thruster03 Radius factor:
- Defines???
- Syntax: Value
- Default: 1.0
- $Thruster Bitmap 3:
$Thruster Particles:
- Defines the alternative particle thruster
- $Thruster Particle Bitmap:
- Name of the animation used for particle thrusters, up to three can be defined
- Syntax: Filename, of ani file used
- Example: Exp04
- $Min Radius:
- Defines the minimum radius of new particles
- Syntax: Value, (in meters)
- $Max Radius:
- Defines the maximum radius of new particles
- Syntax: Value, (in meters)
- $Min created:
- Defines the minimum amount of particles created per second
- Syntax: Value, (per second)
- $Max created:
- Defines the maximum amount of particles created per second
- Syntax: Value, (per second)
- $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: Value, (per second)
$Thruster Particles:
- Defines the alternative particle afterburners (requires at least 1 particle thruster)
- $Afterburner Particle Bitmap:
- Name of the animation used for particle thruster afterburners, up to three can be defined for afterburners so that in total six particle thrusters can be defines (3 standard + 3 afterburner).
- Syntax: Filename, of ani file used
- Example: Exp04
- $Min Radius:
- Defines the minimum radius of new particles
- Syntax: Value, (in meters)
- $Max Radius:
- Defines the maximum radius of new particles
- Syntax: Value, (in meters)
- $Min created:
- Defines the minimum amount of particles created per second
- Syntax: Value, (per second)
- $Max created:
- Defines the maximum amount of particles created per second
- Syntax: Value, (per second)
- $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: Value, (per second)
$Stealth:
- Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar. This field is deprectated, and mods using 3.6.8 and above should use the "stealth" flag.
- Syntax: None
- Default: Off
$Max decals:
- Defines: Maximum number of weapon decals on a 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.
$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: Value, Value, Value, (X, Y, Z values) relative to the centerpoint of the model
- +Start Width:
- The width of the contrail's head
- Syntax: Value, (meters)
- +End Width:
- The width of the contrail's tail
- Syntax: Value, (meters)
- +Start Alpha:
- The opacity of the contrail's head
- Syntax: Value, value between 0 and 1
- +End Alpha:
- The opacity of the contrail's tail
- Syntax: Value, value between 0 and 1
- +Max Life:
- How long the contrail remains
- Syntax: Value, (seconds)
- +Spew Time:
- ????
- Syntax: Value, (seconds)
- +Bitmap:
- The image to use for the contrail.
- Syntax: Filename
- Example: Contrail01
$Subsystem:
- The name of the subsystem as defined in .pof file, % of ship's total hitpoints the subsystem has and rotation time (360 degrees) for multi-part turrets. Note: Assinging zero to the %-hitpoint entry causes the subsystem to be without hitpoints, like fighterbays on some capital ships.
- Animation Code can be applied to the subsystems that consist of submodels, like multi-part turrets.
- Syntax: Subsystem name , Value, (% of ships hitpoints) Value, (seconds per 360 degree turn) subsystem name must be the same as described in model file (.pof). If you want to skip setting a field, leave the comma but don't enter the value
- Example: communications, 5, 0.0
- Default: Skipped fields default to zero
- Turret
- In addition to the previous entry all turrets require information concerning the weapon mounted to the turret. The entry can be either $Default PBanks for turret primaries (including beams) or $Default SBanks for turret secondaries
- Animation Code can be used with multi-part turrets.
- Multiple defined weapons will all fire but the targetting is handled by the first weapon in the list. Multiple beams are not possible. All weapons alternate between the firingpoints of the turret so turrets do not need to have more than one weapon defined no matter how many barrels or firingpoints they have.
- Turrets can be defined their respective $PBank capacity: and $SBank capacity:. Their entries are the same as for normal weapon banks and go directly after the $Default PBanks/SBanks entry.
- Syntax: ( "Name" )
- Example: ( "Subach HL-7" )
- Combined example for turret entry:
$Subsystem: turret01, 1.0, 1.0 $Default PBanks: ( "Terran Turret" )
- Engine
- In addition to the previous entry all engines may use information concerning the engine wash. Engine washes are usually used only with larger vessels.
- Syntax: Name, as defined in Engine Wash section
- Example: Default1000
- Combined example for engine entry:
$Subsystem: engine01, 5.0, 0.0 $Engine Wash: Default1000
- Sounds
- $AliveSnd:
- Specifies a sound to play from the subsystem while it is not destroyed.
- Syntax: Sound, where sound is the index or name of a sound in sounds.tbl
- $DeadSnd:
- Specifies a sound to play from the subsystem while it is destroyed.
- Syntax: Sound, where sound is the index or name of a sound in sounds.tbl
- $RotationSnd:
- Does nothing for now
- Syntax: Sound, where sound is the index or name of a sound in sounds.tbl
- $AliveSnd:
- AWACS
- $AWACS:
- Set this subsystem's AWACS effect distance. (AWACS reveals stealthed ships, cuts through nebula fog.)
- Syntax: Number, the maximum range of the AWACS
- $AWACS:
- Flags
- +non-targettable
- Subsystem cannot be targetted
- +non-targettable
Ships.tbl flags
"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
"in tech database"
- Includes ships description to the tech database from the beginning of the campaing
"repair_rearm"
- Defines the ship as repair and rearm vessel and sets AI behaviour accordingly
- Only one such vessel can be defined per species
"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
"cruiser"
- Defines ship as a cruiser and also sets the AI behaviour
"corvette"
- Defines ship as a corvette and also sets the AI behaviour
"capital"
- Defines ship as a capitalship and also sets the AI behaviour
"supercap"
- Defines ship as a super capitalship and also sets the AI behaviour
"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
"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
"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"
- 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
"drydock"
- Defines ship as a drydock and also sets the AI behaviour
"escapepod"
- 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
"knossos"
- 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
"dont collide invisible"
- Defines invisible textures as non-collideable (For example, a hangar entrace)
"no_collide"
- Defines ship as non-collideable, ie everything will go through it
"big damage"
- Limits the damage made to the ship by non-huge weapons.
"no_fred"
- Ship will not appear in FRED.
"Ballistic primaries"
- Enables the ship to use ballistic primaries
"show ship"
- Will result in the player's ship model being rendered, when in cockpit mode
"generate icon"
- Creates a HUD icon from the model itself
"flash"
- Makes a flash when a ship dies
"surface shields"
- Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.
"no weapon damage scaling"
- Disables bombs doing different damage to different ship types
Player Ship Precedence
- Syntax: ( "Name" "Name")
- 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")