Ships.tbl
Revision information.....
- SVN revision: 7255
Contents
- 1 General Format
- 2 Default Player Ship
- 3 Engine Wash
- 4 Ship Template Options
- 5 Ships Table Options
- 5.1 $Name:
- 5.2 +nocreate
- 5.3 +Use Template:
- 5.4 $Alt Name:
- 5.5 $Short name:
- 5.6 $Species:
- 5.7 Technical Description
- 5.8 $Selection Effect:
- 5.9 $Cockpit POF file:
- 5.10 +Cockpit Offset:
- 5.11 $POF File:
- 5.12 $Texture Replace:
- 5.13 $POF Target File:
- 5.14 $POF Target LOD:
- 5.15 $Detail Distance:
- 5.16 $ND:
- 5.17 $Show Damage:
- 5.18 $Damage Lightning Type:
- 5.19 $Impact:
- 5.20 $Impact Spew:
- 5.21 $Damage Spew:
- 5.22 $Collision Physics:
- 5.22.1 +Bounce:
- 5.22.2 +Both Small Bounce:
- 5.22.3 +Friction:
- 5.22.4 +Rotation Factor:
- 5.22.5 +Landing Max Forward Vel:
- 5.22.6 +Landing Min Forward Vel:
- 5.22.7 +Landing Max Descent Vel:
- 5.22.8 +Landing Max Horizontal Vel:
- 5.22.9 +Landing Max Angle:
- 5.22.10 +Landing Min Angle:
- 5.22.11 +Landing Max Rotate Angle:
- 5.22.12 +Reorient Max Forward Vel:
- 5.22.13 +Reorient Min Forward Vel:
- 5.22.14 +Reorient Max Descent Vel:
- 5.22.15 +Reorient Max Horizontal Vel:
- 5.22.16 +Reorient Max Angle:
- 5.22.17 +Reorient Min Angle:
- 5.22.18 +Reorient Max Rotate Angle:
- 5.22.19 +Reorient Speed Mult:
- 5.22.20 +Landing Rest Angle:
- 5.22.21 +Landing Sound:
- 5.23 $Debris:
- 5.24 $Density:
- 5.25 $Damp:
- 5.26 $Rotdamp:
- 5.27 $Banking Constant:
- 5.28 $Max Velocity:
- 5.29 $Rotation Time:
- 5.30 $Rear Velocity:
- 5.31 $Forward Accel:
- 5.32 $Forward Decel:
- 5.33 $Slide Accel:
- 5.34 $Slide Decel:
- 5.35 $Glide:
- 5.36 $Use Newtonian Dampening:
- 5.37 $Autoaim FOV:
- 5.38 $Convergence:
- 5.39 $Warpin Type:
- 5.40 $Warpin Start Sound:
- 5.41 $Warpin End Sound:
- 5.42 $Warpin Speed:
- 5.43 $Warpin Time:
- 5.44 $Warpin Radius:
- 5.45 $Warpin Animation:
- 5.46 $Warpout Type:
- 5.47 $Warpout Start Sound:
- 5.48 $Warpout End Sound:
- 5.49 $Warpout Speed:
- 5.50 $Warpout Time:
- 5.51 $Warpout Radius:
- 5.52 $Warpout Animation:
- 5.53 $Player Warpout Speed:
- 5.54 $Expl Inner Rad:
- 5.55 $Expl Outer Rad:
- 5.56 $Expl Damage:
- 5.57 $Expl Blast:
- 5.58 $Expl Propagates:
- 5.59 $Propagating Expl Radius Multiplier:
- 5.60 $Expl Visual Rad:
- 5.61 $Base Death-Roll Time:
- 5.62 $Death-Roll Explosion Radius Mult:
- 5.63 $Death-Roll Explosion Intensity Mult:
- 5.64 $Death FX Explosion Radius Mult:
- 5.65 $Death FX Explosion Count:
- 5.66 $Ship Splitting Particles:
- 5.67 $Ship Death Particles:
- 5.68 $Alternate Death Particles:
- 5.69 $Vaporize Percent Chance:
- 5.70 $Shockwave Damage Type:
- 5.71 $Shockwave Speed:
- 5.72 $Shockwave Count:
- 5.73 $Shockwave Model:
- 5.74 $Shockwave Name:
- 5.75 $Explosion Animations:
- 5.76 $Weapon Model Draw Distance:
- 5.77 Primary Weapons
- 5.78 Secondary Weapons
- 5.79 $Shields:
- 5.80 $Shield Color:
- 5.81 $Power Output:
- 5.82 $Shield Regeneration Rate:
- 5.83 $Support Shield Repair Rate:
- 5.84 $Weapon Regeneration Rate:
- 5.85 $Max Oclk Speed:
- 5.86 $Max Weapon Eng:
- 5.87 $Hitpoints:
- 5.88 $Hull Repair Rate:
- 5.89 $Support Hull Repair Rate:
- 5.90 $Subsystem Repair Rate:
- 5.91 $Support Subsystem Repair Rate:
- 5.92 $Armor Type
- 5.93 $Shield Armor Type:
- 5.94 $Flags:
- 5.95 $AI Class:
- 5.96 $Afterburner:
- 5.97 $Countermeasure Type:
- 5.98 $Countermeasures:
- 5.99 $Scan Time:
- 5.100 $EngineSnd:
- 5.101 $GlideStartSnd:
- 5.102 $GlideEndSnd:
- 5.103 $Closeup_Pos:
- 5.104 $Closeup_Zoom:
- 5.105 $Topdown Offset:
- 5.106 $Shield_Icon:
- 5.107 $Ship_Icon:
- 5.108 $Ship_Anim:
- 5.109 $Ship_Overhead:
- 5.110 $Score:
- 5.111 Customized Thruster Effects
- 5.112 $Thruster Particles:
- 5.113 $Stealth:
- 5.114 $Max Decals:
- 5.115 $Trail:
- 5.116 $Thruster:
- 5.117 $Radar Image 2D:
- 5.118 $Ship IFF Colors:
- 5.119 $Target Priority Groups:
- 5.120 $EMP Resistance Modifier:
- 5.121 $Piercing Damage Draw Limit:
- 5.122 Subsystem:
- 6 Ships.tbl flags
- 6.1 "no_collide"
- 6.2 "player_ship"
- 6.3 "default_player_ship"
- 6.4 Ship Type
- 6.4.1 "repair_rearm"
- 6.4.2 "support"
- 6.4.3 "cargo"
- 6.4.4 "fighter"
- 6.4.5 "bomber"
- 6.4.6 "transport"
- 6.4.7 "freighter"
- 6.4.8 "capital"
- 6.4.9 "supercap"
- 6.4.10 "super cap"
- 6.4.11 "drydock"
- 6.4.12 "cruiser"
- 6.4.13 "navbuoy"
- 6.4.14 "sentrygun"
- 6.4.15 "sentry gun"
- 6.4.16 "escapepod"
- 6.4.17 "escape pod"
- 6.4.18 "corvette"
- 6.4.19 "gas miner"
- 6.4.20 "awacs"
- 6.4.21 "knossos"
- 6.4.22 "knossos device"
- 6.4.23 "stealth"
- 6.4.24 "no type"
- 6.5 "ship copy"
- 6.6 "in tech database"
- 6.7 "in tech database multi"
- 6.8 "dont collide invisible"
- 6.9 "big damage"
- 6.10 "no_fred"
- 6.11 "ballistic primaries"
- 6.12 "flash"
- 6.13 "surface shields"
- 6.14 "show ship"
- 6.15 "generate icon"
- 6.16 "gun convergence"
- 6.17 "no thruster geometry noise"
- 6.18 "intrinsic no shields"
- 6.19 "no primary linking"
- 6.20 "no pain flash"
- 6.21 "dynamic primary linking"
- 6.22 "no ets"
- 7 Player Ship Precedence
- 8 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.
- #Default Player Ship
- #Ship Templates
- Includes entries for ship templates
- #Ship Templates
- #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)
- #Ship Classes
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: String
+nocreate
- In Modular Tables name can 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.
$Angle:
- Defines the angle from the engine where the engine wash exists
- Syntax: Float, degrees
$Radius Mult:
- Defines engine wash multiplier
- Syntax: Float
$Length:
- Defines the length of the engine wash
- Syntax: Float, meters
$Intensity:
- Defines the strength of the engine wash
- Syntax: Float, blast effect
Example
$Name: Default $Angle: 10.0 $Radius Mult: 1.2 $Length: 400 $Intensity: 1.0
Ship Template Options
- Example of template usage Ship_Templates in which both GTB Artemis variants have been defined using a single template
$Template:
- Defines the name of template
- Syntax: String, name
+Use Template:
- Another template can be used as template for the current template
- Syntax: String, name
Ships Table Options
$Name:
- Model name that is used also in game. It is also used as name for the whole ship entry.
There are two special characters can be used in the name: # and @- #. It's used in the middle of the name. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.
An example from FSPort FreeSpace 1: The SF Dragon#weakened ship, used in Enter the Dragon, appears to the player just as any other SF Dragon. - @. It's used before the proper ship name. It is fully ignored by the game. Moreover, @WhateverShip and WhateverShip are exactly the same name and therefore they both appear as WhateverShip inside the game. It just allows the user marking ships in the table because of any modding reason.
In the retail FS2 ships there are several ships starting by @.
- #. It's used in the middle of the name. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.
- Syntax: String, name
+nocreate
- In Modular Tables name can 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.
+Use Template:
- Sets the table entry to use template based on an existing table entry instead of creating totally new one
- Syntax: String, name of the template
$Alt Name:
- Alternative $Name: for the ship.
- Syntax: String, Alternate $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.
- 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 descriptive terms for techroom and ship selection screens. Number after the quotes refers to tstrings.tbl
+Type:
- Syntax: XSTR("String", integer)
- Example: XSTR("", -1)
+Maneuverability:
- Syntax: XSTR("String", integer)
- Example: XSTR("", -1)
+Armor:
- Syntax: XSTR("String", integer)
- Example: XSTR("", -1)
+Manufacturer:
- Syntax: XSTR("String", integer)
- Example: XSTR("", -1)
+Description:
- Syntax: XSTR("String", integer)
- Requires $end_multi_text after the entry
- Example:
- XSTR("", -1)
- $end_multi_text
+Tech Title:
- Defines name of the ship as displayed in the tech room
- Syntax: String
+Tech Description:
- Syntax: XSTR("String", integer)
- Requires $end_multi_text after the entry
- Example:
- XSTR("", -1)
- $end_multi_text
+Length:
- Syntax: XSTR("String", integer)
- Example: XSTR("", -1)
+Gun Mounts:
- Syntax: XSTR("String", integer)
- Example: XSTR("", -1)
+Missile Banks:
- Syntax: XSTR("String", integer)
- Example: XSTR("", -1)
$Selection Effect:
- Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.
- Syntax: String, either "FS1", or "Off". This defaults to the FS2 effect.
$Cockpit POF file:
- Syntax: String.pof, model filename
+Cockpit Offset:
- Syntax: Vector, three floats, x-axis, y-axis, z-axis, respectively
$POF File:
- Filename of the model file (.pof) at data/models folder
- Syntax: String.pof, model filename
$Texture Replace:
- +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:
- Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox
- Syntax: Integer
$Detail Distance:
- Defines 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. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8
- 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 FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.
- Syntax: Color, red, green, blue respectively, value from 0 to 255
- Example: 42, 42, 224
$Show Damage:
- No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.
- Syntax: Boolean, yes or no, usually yes
$Damage Lightning Type:
- Changes the damage lightning effect shown on highly damaged ships.
- Can be defined as:
- None
- Default
$Impact:
- +Damage Type:
- Defines the damage type of the collision
- Syntax: String, name of the armor as defined in armor.tbl
$Impact Spew:
- Used to define the impact particle spew
- Note: You CANNOT define a different type of particle spew here; the only option possible is listed below
- +Max particles:
- Defines the maximum number of particles spewed
- Setting to zero causes model to generate no particles at all
- Syntax: Integer
- Default Value: 30
- +Min particles:
- Defines the minimum number of particles spewed
- Syntax: Integer
- Default Value: 25
- +Max Radius:
- Defines the maximum radius of particles
- Syntax: Float
- Default Value: 0.5f
- +Min Radius:
- Defines the minimum radius of particles
- Syntax: Float
- Default Value: 0.2f
- +Max Lifetime:
- Defines the maximum lifetime of particles
- Syntax: Float
- Default Value: 0.55f
- +Min Lifetime:
- Defines the minimum lifetime of particles
- Syntax: Float
- Default Value: 0.05f
- +Max Velocity:
- Defines the maximum velocity of particles
- Syntax: Float
- Default Value: 12.0f
- +Min Velocity:
- Defines the minimum velocity of particles
- Syntax: Float
- Default Value: 2.0f
- +Normal Variance:
- Defines the variance of particle direction from the normal
- Syntax: Float
- Default Value: 1.0f
$Damage Spew:
- Controls the 'smoke' released on weapon impact point
- Certain default values (marked with X) gain a specific multiplier based on ship radius
- If the radius is less than 20 the multiplier is 1
- If the radius is larger than 40 the multipler is 1.2
- Otherwise it is between 1 and 1.2
- +Max Particles:
- Default Value: 50 * X
- +Min Particles:
- Default Value: 20 * X
- +Max Radius:
- Default Value: 1.3
- +Min Radius:
- Default Value: 0.7
- +Max Lifetime:
- Default Value: 1.5 * X
- +Min Lifetime:
- Default Value: 0.7 * X
- +Max Velocity:
- Default Value: 12.0
- +Min Velocity:
- Default Value: 3.0
- +Normal Variance:
- Default Value: 0.2 * X
$Collision Physics:
- Parameters affecting collision physics, including landings.
- "Landing" means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. "Reorient" thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation.
+Bounce:
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.
+Both Small Bounce:
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.
+Friction:
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.
+Rotation Factor:
Affects the rotational energy of collisions. Default is 0.2.
+Landing Max Forward Vel:
Maximum velocity for which landing physics are used.
+Landing Min Forward Vel:
Minimum velocity for which landing physics are used.
+Landing Max Descent Vel:
Maximum velocity at which the ship can "hit the deck" and still be considered a landing.
+Landing Max Horizontal Vel:
Maximum sideways velocity the ship can land at.
+Landing Max Angle:
Maximum angle of attack the ship can land at (in degrees).
+Landing Min Angle:
Minimum angle of attack the ship can land at (in degrees).
+Landing Max Rotate Angle:
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing.
+Reorient Max Forward Vel:
Maximum velocity for which the ship will be adjusted to the correct landing orientation.
+Reorient Min Forward Vel:
Minimum velocity for which the ship will be adjusted to the correct landing orientation.
+Reorient Max Descent Vel:
Maximum velocity at which the ship can "hit the deck" and still reorient.
+Reorient Max Horizontal Vel:
Maximum sideways velocity for reorienting.
+Reorient Max Angle:
Maximum angle of attack for reorienting to kick in (in degrees).
+Reorient Min Angle:
Minimum angle of attack for reorienting to kick in (in degrees).
+Reorient Max Rotate Angle:
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.
+Reorient Speed Mult:
How quickly the reorientation takes place (when applicable)
+Landing Rest Angle:
Angle of the ship's nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle.
+Landing Sound:
Sound to play when landing (if it's not a landing, normal collision sound is used).
$Debris:
- +Min Lifetime:
- Defines the minimum lifetime of the debris (Default value is a random number)
- Syntax: Float, Seconds
- +Max Lifetime:
- Defines the maximum lifetime of the debris
- Syntax: Float, Seconds
- +Min Speed:
- Defines the minimum speed of the debris
- Syntax: Float, Meters/second
- +Max Speed:
- Defines the maximum speed of the debris
- Syntax: Float, Meters/second
- +Min Rotation speed:
- Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)
- Syntax: Float, Radians/second
- +Max Rotation speed:
- Defines the maximum rotational speed of the debris
- Syntax: Float, Radians/second
- +Damage Type:
- Defines the damage type of the debris
- Syntax: String, name of the armor as defined in armor.tbl
- +Min Hitpoints:
- Defines the minimum hitpoints assigned for the generated debris pieces
- Syntax: Float
- +Max Hitpoints:
- Defines the maximum hitpoints assigned for the generated debris pieces
- Syntax: Float
- +Damage Multiplier:
- Defines the collision damage multiplier for collisions against the generated debris pieces
- Syntax: Float
- +Lightning Arc Percent:
- Controls what percent of debris pieces will have the damage lightning effect applied to them.
- Defaults to 50%.
- Syntax: Float, 0-100
$Density:
- This defines how hard you hit something. If you set it very high, a collision will the lower density ship and not yours; the higher the numbers are, the harder they will hit and the farther they will be pushed. However, this doesn't apply to asteroids. When a high density fighter collides with an asteroid, the high-density fighter will receive damage, but it will also destroy the asteroid. Setting a density of 1000 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid. A low-density fighter will not have any effect on an asteroid, but if the fighter destroys the asteroid, the fighter will fly far away.
- 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
$Banking Constant:
- Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.
- 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. X-axis is "pitch," y-axis is "yaw," and z-axis is "roll."
- 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
- Note: This value must be set for +Aburn_Max_Reverse_Vel: to work
$Forward Accel:
- Number of seconds needed from full stop to maximum velocity
- Syntax: Float, seconds
$Forward Decel:
- Number of seconds needed from maximum 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:
- Allows gliding in game, i.e. turning the ship's facing without changing its direction.
- Syntax: Boolean, yes or no
+Dynamic Glide Cap:
- If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.
- Syntax: Boolean
+Max Glide Speed:
- Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.
- Syntax: Float
+Glide Accel Mult:
- Defines the acceleration multiplier for the gliding mode. If > 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.
- Syntax: Float
- Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues
$Use Newtonian Dampening:
- If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis.
- Syntax: Boolean
$Autoaim FOV:
- Defines the field of view for autoaim
- Syntax: Integer
+Converging Autoaim
- Defines that the autoaim uses convergence
+Minimum Distance:
- Defines the minimum distance for the convergence
$Convergence:
- Defines the weapons use convergence
+Automatic
- Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.
- +Minimum Distance:
- Defines the minimum distance for the convergence. Overrides the setting for $Autoaim FOV's minimum distance.
+Standard
- Defines that ship uses fixed convergence.
- +Distance:
- Defines the converging distance from the ship
+Offset:
- Defines the offset from the ship centerpoint for the convergence
- Syntax: Vector, three floats, x-axis, y-axis, z-axis, respectively
$Warpin Type:
- Allow an animation to be defined as a warpin effect.
- Can be defined as:
- Default
- BTRL or Galactica
- Homeworld
- Hyperspace
- Knossos
- Babylon5
- BTRL was replaced with Galactica after 3.6.10
- Syntax: String
$Warpin Start Sound:
- File for playing at start of warp in effect
- Syntax: String, filename
$Warpin End Sound:
- File for playing at end of warp in effect
- Syntax: String, filename
$Warpin Speed:
- 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:
- Defines the effect duration
- Syntax: Float, seconds
$Warpin Radius:
- Defines the effect radius
- Syntax: Float, meters
$Warpin Animation:
- Defines the animation used as the warpin effect.
- Syntax: String, filename
$Warpout Type:
- Allow an animation to be defined as a warpout effect.
- Can be defined as:
- Default
- BTRL or Galactica
- Homeworld
- Hyperspace
- Knossos
- Babylon5
- BTRL was replaced with Galactica after 3.6.10
- Syntax: String
$Warpout Start Sound:
- File for playing at start of warp out effect
- Syntax: String, filename
$Warpout End Sound:
- File for playing at end of warp out effect
- Syntax: String, filename
$Warpout Speed:
- 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 milliseconds
$Warpout Time:
- Defines the effect duration
- Syntax: Float, seconds
$Warpout Radius:
- Defines the effect radius
- Syntax: Float, meters
$Warpout Animation:
- Defines the animation used as the warpout effect.
- Syntax: String, filename
$Player Warpout Speed:
- 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
$Propagating Expl Radius Multiplier:
- This sets the multiplier for the ship splitting propagating explosions
- Syntax: Float, defaults to 1
$Expl Visual Rad:
- This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions.
- Syntax: Float, meters
$Base Death-Roll Time:
- Defines the base death-roll time
- Values is modified depending on conditions when the ship died
- Syntax: Integer, milliseconds
- Default: 3000
$Death-Roll Explosion Radius Mult:
- Defines the multiplier for the radius of the ship surface explosions during death roll
- Syntax: Float
- Default: 1
$Death-Roll Explosion Intensity Mult:
- Defines the multiplier for the amount of the ship surface explosions during death roll
- Syntax: Float
- Default: 1
$Death FX Explosion Radius Mult:
- Defines the multiplier applied to the ship death explosions
- Syntax: Float
- Default: 1
$Death FX Explosion Count:
- Defines the number of explosion effect game uses when a large ship dies
- Syntax: Integer
- Default: 6
$Ship Splitting Particles:
- Controls the particles released on every explosion event which happens when ship is splitting apart
- The old 'popcorn' effect
- +Max Particles:
- Default Value: 80
- +Min Particles:
- Default Value: 40
- +Max Radius:
- Default Value: Ship radius * 0.015
- +Min Radius:
- Default Value: Ship radius * 0.005
- +Max Lifetime:
- Default Value: 6.0 * (1 + 0.002 * Ship radius)
- +Min Lifetime:
- Default Value: 0.5 * (1 + 0.002 * Ship radius)
- +Max Velocity:
- Default Value: Speed of the propagating explosion
- +Min Velocity:
- Default Value: 0.0
- +Normal Variance:
- Default Value: 2.0
$Ship Death Particles:
- Controls the particles released on the moment 'non-knossos' type object dies
- +Max Particles:
- Default Value: 100
- +Min Particles:
- Default Value: 50
- +Max Radius:
- Default Value: 1.5
- +Min Radius:
- Default Value: 0.1
- +Max Lifetime:
- Default Value: 4.0
- +Min Lifetime:
- Default Value: 0.5
- +Max Velocity:
- Default Value: 20.0
- +Min Velocity:
- Default Value: 0.0
- +Normal Variance:
- Default Value: 2.0
$Alternate Death Particles:
- Controls the particles released when 'knossos' type object is dying
- +Max Particles:
- Default Value: 30
- +Min Particles:
- Default Value: 15
- +Max Radius:
- Default Value: 100.0
- +Min Radius:
- Default Value: 30.0
- +Max Lifetime:
- Default Value: 12.0
- +Min Lifetime:
- Default Value: 2.0
- +Max Velocity:
- Default Value: 350.0
- +Min Velocity:
- Default Value: 50.0
- +Normal Variance:
- Default Value: 2.0
$Vaporize Percent Chance:
- Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in objecttypes.tbl.
- Syntax: Float, percent chance of vaporization
$Shockwave Damage Type:
- 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:
- Defines the textured model used as the ship's 3D shockwave
- Syntax: String.pof, model filename
$Shockwave Name:
- Defines the name of the animation to used for the 2D shockwave
- Syntax: String, filename
$Explosion Animations:
- Defines the explosion animations used for the ship
- Syntax: Integer list
$Weapon Model Draw Distance:
- 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
- Each of the primary weapon banks can optionally be given their own list of allowed weapons, in which case each bank has its own bracketed entry.
- Syntax: ( "String" "String" ) ( "String" "String" )
$Allowed Dogfight PBanks:
- Primary weapons for multiplayer dogfights.
- Syntax: ( "String" "String" ), names of the weapons
- 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:
- Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.
- NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.
- Syntax: ( Integer, Integer )
$Show Primary Models:
- 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
- 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
- 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:
- 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 and shields recharge.
- Syntax: Float
$Shield Regeneration Rate:
- 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
$Support Shield Repair Rate:
- Shield repair rate when docked to a support ship
- Syntax: Float
$Weapon Regeneration Rate:
- 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:
- Can also be $Max Overclock Speed:
- Maximum velocity with all energy diverted to engines
- Syntax: Float, meters per second
$Max Weapon Eng:
- Can also be $Max Weapon Energy:
- 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:
- 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
$Support Hull Repair Rate:
- Repair rate for hull when docked to a support ship
- Syntax: Float
$Subsystem Repair Rate:
- Repair rates for sybsystems percent per second
- Syntax: Value, multiplier of total subsystem hitpoints repaired per second, 0.01 equals 1% of total hitpoints recharged per second
$Support Subsystem Repair Rate:
- Repair rate for subsystems when docked to a support ship
- Syntax: Float
$Armor Type
- REQUIRES ADDITIONAL TABLE. Defines armor type used for the ship
- Syntax: String, name of the armor as defined in armor.tbl
$Shield Armor Type:
- REQUIRES ADDITIONAL TABLE. Defines the armor type used for shield of 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" )
- +noreplace
- Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.
$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 Max Reverse Vel:
- Defined only for the reverse acceleration, Set the top speed for Reverse Afterburner.
- Syntax: Float, seconds
- NOTE: Requires $Rear Velocity: to be set in order to work.
+Aburn Rev accel:
- Defined only for the reverse 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
$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
+Faded Out Sections:
- Defines the number of the trail sections from the leading edge that are gradually faded away.
- Syntax: Integer
$Countermeasure Type:
- 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
$GlideStartSnd:
- Optional sound to be used when entering glide mode, instead of the default throttle down sound.
- Syntax: Integer or String, name or identification number of the sound as defined in sounds.tbl
$GlideEndSnd:
- Optional sound to be used when exiting glide mode, instead of the default throttle up sound.
- 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:
- 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.
- Reference to the hud.tbl is no longer needed.
- Syntax: Filename
$Ship_Icon:
- The icon used in ship selection.
- Ship model is used by default to generate the image.
- Syntax: Filename
$Ship_Anim:
- The glowing green grid animation used in ship selection.
- Ship model is used by default to generate the image.
- Syntax: String, filename
$Ship_Overhead:
- The overhead view used in the weapons loadout.
- 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
- Defines the texture of the modeled thruster effect cone
- $Thruster Normal Flame:
- Syntax: String, filename
- Defines the texture of the modeled thruster effect cone with afterburners lit
- $Thruster Afterburner Flame:
- Syntax: String, filename
- Defines the primary thruster glow - the one visible only from behind
- $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
- $Thruster Bitmap 1:
- Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow
- $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 Length factor:
- Defines the length multiplier for the trail type (secondary) glowpoint thrusters
- Replaces the older $Thruster01 Length factor:
- Syntax: Float
- $Thruster Bitmap 2:
- Defines the tertiary glow type-effect for thrusters - the one visible from all directions
- NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.
- $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:
- 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 randomness of 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.
$Max Decals:
- 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.
- Feature disabled. Parsing retained to maintain compatibility
$Trail:
- These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.
- +ClearAll
- Clears all existing trail data from the ship
+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
+Faded Out Sections:
- Defines the number of the trail sections from the leading edge that are gradually faded away.
$Thruster:
- Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.
- +Index:
- Defines the index number of the manoeuvring 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, String
- +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 length 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 continuously 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
$Radar Image 2D:
- Defines the bitmap used to represent the ship on the radar screen.
- Syntax: Filename
- $Radar Image Size:
- Defines the size of the bitmap on the radar screen (length of the longer dimension)
- Syntax: Integer
- $3D Radar Blip Size Multiplier:
- Defines the multiplier used for blip size on the 3D radar.
- Syntax: Float
$Ship IFF Colors:
- Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.
- +Seen By:
- Defines the IFF actually viewing the object (most often 'Friendly')
- Syntax: String, name of an IFF class.
- +When IFF Is:
- Defines the IFF which the ship has to have for its color to be altered.
- Syntax: String, name of an IFF class.
- +As Color:
- Defines the new color of the ship's targeting brackets and radar blip
- Syntax: Integer list, red, blue and green respectively
$Target Priority Groups:
- Defines into which target priority groups the ship belongs to
- Syntax: String list, names of the targeting groups
- +Override
- Overrides the ships existing groupings
$EMP Resistance Modifier:
- Defines the ships EMP resistance modifier:
- Syntax: Float
$Piercing Damage Draw Limit:
- Defines the maximum percentage of hitpoints ship has before piercing effects are enabled
- Syntax: Float
- Example: 10, sets the limit to 10%
Subsystem:
- Main article: 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
- 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
- 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
- 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"
- 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"
- Enables the ship to use ballistic primaries
- No longer needed, game handles it automatically
"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.
"show ship"
- 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"
- Creates a HUD icon from the model itself
"gun convergence"
- Enables ship to use the firing points' normals in defining the direction where the weapon fire
"no thruster geometry noise"
- Prevents noise from being added to the thruster effects geometry
"intrinsic no shields"
- Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout
"no primary linking"
- Bypasses linked primaries while cycling. Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.
"no pain flash"
- Prevents pain flash from being shown when ship is hit
"dynamic primary linking"
- Allows this ship use the primary firepoint cycling code. With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis. So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).
"no ets"
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")