Engine limitations

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Revision as of 20:48, 11 September 2014 by AdmiralRalwood (talk | contribs) (Objects: Not too sure about this formatting, but adding extra columns doesn't seem quite right either...)
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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.

General

The overall limits of the various subsystem managers.

Name Limit
Textures 4750
Sound tracks 30
Sounds No Limit

Tables

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 - Although not hardcoded, there are limits to the numbers of ‎ .tbm files that the game will recognize.

Objects

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

Wings

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

Models

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 64
Swarm Missiles 100