Difference between revisions of "Engine limitations"

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(Outdated information)
(Sub-Weapon Types: As far as I can tell, MAX_CORKSCREW_MISSILES has never been 64.)
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Revision as of 01:13, 19 July 2016

The maximum numbers of certain types of entities that can exist in the FS2_Open engine. Please note that 'Inferno' refers to INF builds, which are standard from 3.6.12 on.


The overall limits of the various subsystem managers.

Name Limit
Textures 4750
Sound tracks 30
Sounds No Limit


The maximum types of an entity that can exist in the table

Name Limit
Standard Inferno
Ship Classes 130 250
Weapon Classes 200 300
Beam Sections 5
Pspews Per Weapon 4
Object Types 16
IFFs 10
AI Profiles 5
Hud Gauges 64
Intelligence Entries 75
Debriefing 2,000 Characters per Stage

Please Note - Prior to r11156, there was a hardcoded limit of 32 ‎ .tbm files of any given type that the game would recognize.


The maximum number of objects that can exist in a mission at any given time (except for ships and waypoints, which apply to the whole mission).

Name Limit
Objects 2000
FS2 Open, 3.6.16: 3500
Ships 400
Weapons 700
FS2 Open, 3.6.16: 2000
Beams 500
Waypoints Per Path 20
FS2 Open, 3.6.14: Limit Removed
Waypoint Paths 32
FS2 Open, 3.6.14: Limit Removed


The maximum number wings or ships in a wing that can exist

Name Limit
Wings 75
Ships per Wing 6
Starting Wings 3
Squadron Wings 5
TvT Teams 2
TvT Wings per Team 1
TvT Wings 2


The maximum number of models that can exist at one time

Name Limit
Standard Inferno
Polygon Models 128 300

The maximum number of a certain entity that can exist within a model

Name Limit
Textures 64
Ship Primary Banks 3
Ship Secondary Banks 4
Firing Points Per-Bank 25
Debris Chunks 64

Sub-Weapon Types

The maximums for the sub types of weapons.

Type Max Instances
Corkscrew Missiles 200
Swarm Missiles 100