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		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=1440</id>
		<title>Weapons.tbl</title>
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		<updated>2005-12-19T04:16:28Z</updated>

		<summary type="html">&lt;p&gt;84.248.195.235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Made following the older guide (originally written by GE) by&lt;br /&gt;
*Wanderer&lt;br /&gt;
*Contribute and include yourself here&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES: &amp;quot;beam&amp;quot; flag&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES: [[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
*&#039;&#039;&#039;REQUIRE: &amp;quot;flak&amp;quot; and &amp;quot;particle spew&amp;quot; flags&#039;&#039;&#039;&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*Does not use any model or weapon effect though model must be defined, usually Hornet.pof. Instead it uses particle spew. Trails can also be added.&lt;br /&gt;
&lt;br /&gt;
==Weapons Table==&lt;br /&gt;
*Retail options will look like this&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*SCP options are marked with red color&lt;br /&gt;
**Most of the entries in ships.tbl are optional (does anyone have the default values?)&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===General Format===&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;End&#039;&#039;&#039; before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;standard primaries weapons&#039;&#039;&#039; as well as &#039;&#039;&#039;beam cannons&#039;&#039;&#039; and &#039;&#039;&#039;flak cannons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;secondary weapons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Beam Weapons&#039;&#039;&#039;&lt;br /&gt;
***I haven&#039;t got any ideas for this one.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;[[Weapons.tbl#Countermeasures|Countermeasures]]&#039;&#039;&#039;&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**&#039;&#039;&#039;$Player Weapon Precedence&#039;&#039;&#039;&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
===Core Table===&lt;br /&gt;
&lt;br /&gt;
====$Name:====&lt;br /&gt;
*This is the name of the weapon. If it&#039;s going to be used by the player, keep it under 12 characters so it doesn&#039;t spill over the HUD box. If the weapon has an @ symbol in front of it, it means it&#039;s allowed in the demo. It doesn&#039;t really do anything in the retail version.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Subtype:====&lt;br /&gt;
&amp;lt;/font &amp;gt;&lt;br /&gt;
&lt;br /&gt;
====+Title:====&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&amp;quot;Title&amp;quot;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren&#039;t based on any hard numbers, just approximations. Only needed for player allowed weapons.&lt;br /&gt;
&lt;br /&gt;
   XSTR(&lt;br /&gt;
   &amp;quot;&#039;&#039;Standard Issue&lt;br /&gt;
   &#039;&#039;Level 3 Hull Damage&lt;br /&gt;
   &#039;&#039;Level 2 Shield Damage&#039;&#039;&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&amp;quot;Title&amp;quot;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Tech Anim:====&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;Tech_Subach_HL-7&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons.&lt;br /&gt;
&lt;br /&gt;
   XSTR(&lt;br /&gt;
   &amp;quot;&#039;&#039;The Subach-Innes HL-7...&#039;&#039;&amp;quot;, 3245)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Tech Model:====&lt;br /&gt;
&lt;br /&gt;
====$HUD Image:====&lt;br /&gt;
*Defines the picture used in HUD loadout list&lt;br /&gt;
*Syntax: ???&lt;br /&gt;
&amp;lt;/font &amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Model File:====&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from &#039;&#039;&#039;&#039;&#039;@Laser Bitmap:&#039;&#039;&#039;&#039;&#039; and ending to &#039;&#039;&#039;&#039;&#039;@Laser Tail Radius:&#039;&#039;&#039;&#039;&#039; are not required if model has been defined.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is &#039;none&#039;.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: &#039;&#039;Filename.pof&#039;&#039; or &#039;&#039;none&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$POF target LOD:====&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targetting view&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$External Model File:====&lt;br /&gt;
&lt;br /&gt;
====$Submodel Rotation Speed:====&lt;br /&gt;
&lt;br /&gt;
====$Submodel Rotation Acceleration:====&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
**The graphic file to be used as the weapon effect if no model is defined.&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
**The graphic file that determines the glow of the weapon effect if no model is defined&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
**The color of the weapon effect when you fire it.&lt;br /&gt;
**Syntax: &#039;&#039;Value, Value, Value&#039;&#039; (Red, Green, Blue respectively, value from 0 to 255)&lt;br /&gt;
***Example: &#039;&#039;250, 0, 0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
**The color of the weapon effect at its maximum range.&lt;br /&gt;
**Syntax: &#039;&#039;Value, Value, Value&#039;&#039; (Red, Green, Blue respectively, value from 0 to 255)&lt;br /&gt;
***Example: &#039;&#039;0, 0, 250&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
**Length of the weapon effect.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (1/10 of a meters)&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
**Width of the head of the weapon effect.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters ?)&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
**Width of the tail of the weapon effect.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (meters ?)&lt;br /&gt;
&lt;br /&gt;
====$Mass:====&lt;br /&gt;
*How much of a kinetic effect this weapon has on its target. 3+ gives you the Flail effect. Set it to 10 and you can knock cruisers around.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (blast effect)&lt;br /&gt;
&lt;br /&gt;
====$Velocity:====&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, $Velocity x $Lifetime = range.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targetting with certain beam types.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
&lt;br /&gt;
====$Fire Wait:====&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Damage:====&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continous damage, damage is 5.5 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage value)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Damage Type:====&lt;br /&gt;
*Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage. REQUIRES ADDITIONAL TABLE.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, of the damage type as defined in armor.tbl&lt;br /&gt;
&lt;br /&gt;
====$Arm time:====&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Arm distance:====&lt;br /&gt;
*Defines the distance from the firing ships that is required before the weapon comes hot&lt;br /&gt;
*If the distance has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Arm radius:====&lt;br /&gt;
*Defines the distance from the target where the weapon detonates&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Shockwave damage:====&lt;br /&gt;
*Override for the damage caused by shockwaves&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage value)&lt;br /&gt;
&lt;br /&gt;
====$Shockwave Damage Type:====&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, as defined in armor.tbl&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Blast Force:====&lt;br /&gt;
*The intensity of the blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (blast effect)&lt;br /&gt;
&lt;br /&gt;
====$Inner Radius:====&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Outer Radius:====&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Shockwave Speed:====&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Shockwave rotation:====&lt;br /&gt;
*Defines how the shockwave is rotated.&lt;br /&gt;
*Syntax:&lt;br /&gt;
&lt;br /&gt;
====$Shockwave model:====&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for 3D shockwaves.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;Name.pof&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Shockwave name:====&lt;br /&gt;
*Defines the name of the animation used for the shockwave&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Dinky shockwave:====&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down or if the conditions marked at Arm time and Arm distance are not reached&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Armor Factor:====&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage multiplier)&lt;br /&gt;
&lt;br /&gt;
====$Shield Factor:====&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage multiplier)&lt;br /&gt;
&lt;br /&gt;
====$Subsystem Factor:====&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage multiplier)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Lifetime Min:====&lt;br /&gt;
*Defines the minimum lifetime of the weapon (countermeasure)&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Lifetime Max:====&lt;br /&gt;
*Defines the maximum lifetime of the weapon (countermeasure)&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Lifetime:====&lt;br /&gt;
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targetting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Energy Consumed:====&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turretted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Cargo Size:====&lt;br /&gt;
*Cargo size, is not used with primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Homing:====&lt;br /&gt;
*Only for secondaries. You can&#039;t have homing primaries. If this is set to YES with primaries, then the bolts turn to face their target but keep moving in the same direction. If the field is set to NO then following fields are not required in the table.&lt;br /&gt;
*Defines if the missiles in question is homing&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the homing method&lt;br /&gt;
**Syntax: &#039;&#039;ASPECT&#039;&#039; or &#039;&#039;HEAT&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines how well missile manouvers. Number of seconds it takes the missile to do a 360 degree circle&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;, this is then number of degrees the missile sees. Value / 2 gives the angle from the missiles centerline. &amp;lt;font color=red&amp;gt;Has been enabled also to aspect seekers. &amp;lt;/font&amp;gt;&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (degrees)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lock Time:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect missiles only&#039;&#039;&#039;, the minimum number of seconds to gain target lock&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Lock Pixels/Sec:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect missiles only&#039;&#039;&#039;, pixels the aspect triangle moves per second while attempting lock-on&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (pixels per second)&lt;br /&gt;
*&#039;&#039;&#039;+Catch-up Pixels/Sec:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect missiles only&#039;&#039;&#039;, pixels moved per second while attempting to catch up to the target&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (pixels per second)&lt;br /&gt;
*&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect missiles only&#039;&#039;&#039;, extra pixels to move after catching up ????&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (pixels)&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;+Seeker Strenght:&#039;&#039;&#039;&lt;br /&gt;
**Defines the seeking ability of the homing system. Default of heat seekers is 3 and for aspect seekers 2. Spoofing change is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seeker strenght)&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Swarm:====&lt;br /&gt;
*The number of missiles to fire per volley if it&#039;s a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes singlepart turrets to malfunction but causes multipart turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&amp;lt;font folor=red&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Implemented before FS_Open 3.6.5&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (milliseconds)&lt;br /&gt;
***Default: 150&lt;br /&gt;
&lt;br /&gt;
====$Free Flight Time:====&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$LaunchSnd:====&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, name or identification number of the sound as defined in sounds.tbl&lt;br /&gt;
&lt;br /&gt;
====$ImpactSnd:====&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, name or identification number of the sound as defined in sounds.tbl&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Disarmed ImpactSnd:====&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, identification number of the sound as defined in sounds.tbl&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$FlyBySnd:====&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, name or identification number of the sound as defined in sounds.tbl, usually -1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Model:====&lt;br /&gt;
*????&lt;br /&gt;
*Syntax: ????&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Rearm Rate:====&lt;br /&gt;
*Defines the rate the weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (missiles per s)&lt;br /&gt;
&lt;br /&gt;
====+Weapon Range:====&lt;br /&gt;
*Defines the range to the target where the weapons under AI will start firing.??&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====+Weapon Min Range:====&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Flags:====&lt;br /&gt;
*Flags are detailed below, in [[weapons.tbl#Weapon Flags|weapon flags section]].&lt;br /&gt;
&lt;br /&gt;
====$Trail:====&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Icon:====&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Anim:====&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Impact Explosion:====&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039; or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Impact Explosion Radius:====&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Dinky impact explosion:====&lt;br /&gt;
*Same as Impact explosion but for Dinky explosions&lt;br /&gt;
&lt;br /&gt;
====$Dinky impact explosion radius:====&lt;br /&gt;
*Same as Impact explosion radius but for Dinky explosions&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Muzzleflash:====&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: &#039;&#039;Muzzleflash name&#039;&#039;, as defined in mflash.tbl&lt;br /&gt;
&lt;br /&gt;
====$EMP Intensity:====&lt;br /&gt;
**If it has an EMP effect, how deeply it scrambles your electronics&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$EMP Time:====&lt;br /&gt;
**Duration of the EMP effect&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Leech Weapon:====&lt;br /&gt;
**The amount of weapon energy to drain with each hit&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Leech Afterburner:====&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Corkscrew:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (milliseconds)&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (radians per second)&lt;br /&gt;
&lt;br /&gt;
====$Electronics:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines the weapons effect against electronics&lt;br /&gt;
*&#039;&#039;&#039;+New Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the new style&lt;br /&gt;
*&#039;&#039;&#039;+Old Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the old style&lt;br /&gt;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Engine Multiplier:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Weapon Multiplier:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Turret Multiplier:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Sensors Multiplier:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Randomness Time:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Spawn Angle:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. Value / 2 gives the angle from the missiles centerline.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (degrees)&lt;br /&gt;
&lt;br /&gt;
====$Local SSM:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines the local SSM.&lt;br /&gt;
*&#039;&#039;&#039;+Warpout Delay:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Delay:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Stage 5 Velocity:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Radius:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lock Range:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Countermeasure:====&lt;br /&gt;
*Defines the countermeasure effectiveness and radius&lt;br /&gt;
*&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (cm type effectiveness)&lt;br /&gt;
***Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (cm type effectiveness)&lt;br /&gt;
***Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effective radius&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
***Default: 300&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$BeamInfo:====&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the type of beam in question. Beam types: 0 is a standard non-slashing type beam. 1 is a slashing type beam. 3 is a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles. 4 is a beam that is restricted to what is directly in front of it, along turrets firepoints normal. Nobody knows what Type 2 beams are.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, only values from 0 to 4 are legal&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (milliseconds)&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (milliseconds)&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (meters)&lt;br /&gt;
*&#039;&#039;&#039;+PCount:&#039;&#039;&#039;&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+PAngle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (angle of the cone)&lt;br /&gt;
*&#039;&#039;&#039;+PAni:&#039;&#039;&#039;&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Miss Factor:&#039;&#039;&#039;&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: &#039;&#039;Value Value Value Value Value&#039;&#039;, Very Easy, Easy, Moderate, Hard, Very Hard respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
*&#039;&#039;&#039;+BeamSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, identification number of the sound as defined in sounds.tbl&lt;br /&gt;
*&#039;&#039;&#039;+WarmupSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, identification number of the sound as defined in sounds.tbl&lt;br /&gt;
*&#039;&#039;&#039;+WarmdownSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, identification number of the sound as defined in sounds.tbl&lt;br /&gt;
*&#039;&#039;&#039;+Muzzleglow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the bitmap used t create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Shots:&#039;&#039;&#039;&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of lifetime where beam starts shrinking (0.1 == 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of max width we subtract per second&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Implemented before FS_Open 3.6.5&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Implemented before FS_Open 3.6.5&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (from 0 - firing point to 1 - no effect)&lt;br /&gt;
***Default: 1&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
**&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
***Width of the section&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039; (meters)&lt;br /&gt;
**&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
***Texture for the section&lt;br /&gt;
***Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
***Defines the color and transparency of the center of the section&lt;br /&gt;
***Syntax: &#039;&#039;Value Value Value Value&#039;&#039;, (Red, Green, Blue, and Alpha respectively, value from 0 to 255)&lt;br /&gt;
****Example: 255 255 255 255&lt;br /&gt;
**&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
***Defines the color and transparency of the edges of the section&lt;br /&gt;
***Syntax: &#039;&#039;Value Value Value Value&#039;&#039;, (Red, Green, Blue, and Alpha respectively, value from 0 to 255)&lt;br /&gt;
****Example: 150 150 150 10&lt;br /&gt;
**&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
***Defines how much the section flickers&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039;, value from 0 to 1&lt;br /&gt;
**&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
***Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be.&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039; &amp;lt;font color=red&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
***Implemented before FS_Open 3.6.5&lt;br /&gt;
***Defines the beam texture tileing factor.&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039;, (from 0 to 1)&lt;br /&gt;
**&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
***Implemented before FS_Open 3.6.5&lt;br /&gt;
***Defines the beam texture moveing stuff.&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039;, (from 0 to 1)&lt;br /&gt;
&lt;br /&gt;
====$Pspew:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
*&#039;&#039;&#039;+Count:&#039;&#039;&#039;&lt;br /&gt;
**Defines???&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines???&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Vel:&#039;&#039;&#039;&lt;br /&gt;
**Defines the created paricles speed relative to the weapon speed&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**Defines???&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Scale:&#039;&#039;&#039;&lt;br /&gt;
**Defines???&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Tag:====&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
*Location: After $Impact Explosion Radius:&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*Syntax: &#039;&#039;TAG level&#039;&#039; &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$SSM:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines the weapons SSM index number:&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$FOF:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (degrees)&lt;br /&gt;
&lt;br /&gt;
====$Shots:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines the number of shots every time the weapon is fired.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (number of shots)&lt;br /&gt;
&lt;br /&gt;
====$decal:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*&#039;&#039;&#039;+texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for impact decals (can use &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;-glow&#039;&#039;&#039;&#039;&#039; textures)&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+burn time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time the &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; texture appears on the target&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon Flags==&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Electronics&amp;quot;===&lt;br /&gt;
*Will seize up the weapons and engines systems of any ship of cruiser class or below for a short period of time&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;===&lt;br /&gt;
*Will spawn the specified number of defined missiles upon detonation.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Remote Detonate&amp;quot;===&lt;br /&gt;
*Can be triggered remotely via a second press on the trigger&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 25%&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Ship&amp;quot;===&lt;br /&gt;
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Huge&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 10% damage to a ship with the &amp;quot;Big Damage&amp;quot; flag&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;child&amp;quot;===&lt;br /&gt;
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with &amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon targetable with the B key, and the AI prefers to use it against large ships&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;No Dumbfire&amp;quot;===&lt;br /&gt;
*Missile will not fire without a lock&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Has the weapon in the tech database at the start of the campaign&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EMP&amp;quot;===&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Esuck&amp;quot;===&lt;br /&gt;
*Drains the target&#039;s energy banks&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shudder&amp;quot;===&lt;br /&gt;
*Makes your ship shudder while you&#039;re firing the weapon&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;lockarm&amp;quot;===&lt;br /&gt;
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
*Gives this weapon a streaming effect. In effect weapon keeps firing when firing button is kept pressed.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 25%&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;supercap&amp;quot;===&lt;br /&gt;
*MaKes weapon capable of causing real damage against ships with &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
*Defines the weapon as a countermeasure&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Weapon can only be fired at tagged targets&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Disables beam whacking. Practically same as setting beam mass to zero.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Causes weapon to alternate between firingpoints&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.)&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, usually Type One&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the spped of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meter per second)&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
===Lifetime===&lt;br /&gt;
*Countermeasure&#039;s life time is defined between with minimum and maximum lifetime&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Min:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Max:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, refers to sounds.tbl&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: &#039;&#039;Filename.pof&#039;&#039;, usually cmeasure01.pof&lt;br /&gt;
&lt;br /&gt;
==Player Weapon Precedence==&lt;br /&gt;
*First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries&lt;br /&gt;
*Syntax: ( &#039;&#039;&amp;quot;Name&amp;quot; &amp;quot;Name&amp;quot;&#039;&#039;)&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
   $Player Weapon Precedence: (&lt;br /&gt;
        &amp;quot;UD-8 Kayser&amp;quot;&lt;br /&gt;
        &amp;quot;Prometheus R&amp;quot;&lt;br /&gt;
        &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
        &amp;quot;Harpoon&amp;quot;&lt;br /&gt;
        &amp;quot;Tempest&amp;quot;&lt;br /&gt;
        &amp;quot;Rockeye&amp;quot;   )&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
   #Primary Weapons&lt;br /&gt;
   $Name:                            @Subach HL-7&lt;br /&gt;
      +Title:                           XSTR(&amp;quot;GTW Subach HL-7&amp;quot;, 3243)&lt;br /&gt;
      +Description:&lt;br /&gt;
   XSTR( &amp;quot;Standard Issue&lt;br /&gt;
   Level 3 Hull Damage&lt;br /&gt;
   Level 2 Shield Damage&amp;quot;, 3244)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
      +Tech Title:                      XSTR(&amp;quot;Subach HL-7&amp;quot;, 146)&lt;br /&gt;
      +Tech Anim:                       Tech_Subach_HL-7&lt;br /&gt;
      +Tech Description:&lt;br /&gt;
   XSTR(&lt;br /&gt;
   &amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   $Model File:                      none&lt;br /&gt;
      @Laser Bitmap:                    newglo9&lt;br /&gt;
      @Laser Glow:                      2_laserglow03&lt;br /&gt;
      @Laser Color:                     250, 0, 0&lt;br /&gt;
      @Laser Color2:                    0, 0, 250&lt;br /&gt;
      @Laser Length:                    10.0&lt;br /&gt;
      @Laser Head Radius:               0.90&lt;br /&gt;
      @Laser Tail Radius:               0.90&lt;br /&gt;
   $Mass:                            0.2&lt;br /&gt;
   $Velocity:                        450.0&lt;br /&gt;
   $Fire Wait:                       0.2&lt;br /&gt;
   $Damage:                          15&lt;br /&gt;
   $Armor Factor:                    0.9&lt;br /&gt;
   $Shield Factor:                   0.7&lt;br /&gt;
   $Subsystem Factor:                0.3&lt;br /&gt;
   $Lifetime:                        2.0&lt;br /&gt;
   $Energy Consumed:                 0.20&lt;br /&gt;
   $Cargo Size:                        0.0&lt;br /&gt;
   $Homing:                          NO&lt;br /&gt;
   $LaunchSnd:                       76&lt;br /&gt;
   $ImpactSnd:                       85&lt;br /&gt;
   $Flags:                           (  &amp;quot;in tech database&amp;quot;&lt;br /&gt;
                                        &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                        &amp;quot;stream&amp;quot;)&lt;br /&gt;
   $Icon:                            iconSD4&lt;br /&gt;
   $Anim:                            SD4&lt;br /&gt;
   $Impact Explosion:                none&lt;br /&gt;
   #End&lt;br /&gt;
   #Secondary Weapons&lt;br /&gt;
   $Name:                            EMP Adv.&lt;br /&gt;
      +Title:                           XSTR(&amp;quot;GTM-14 EMP Adv.&amp;quot;, 3396)&lt;br /&gt;
      +Description:&lt;br /&gt;
   XSTR( &amp;quot;Advanced Missile&lt;br /&gt;
   Electromagnetic Pulse Weapon&lt;br /&gt;
   General Purpose Suppression&amp;quot;, 3397)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
      +Tech Title:                      XSTR(&amp;quot;GTM-14 EM Pulse Adv.&amp;quot;, 3398)&lt;br /&gt;
      +Tech Anim:                       Tech_EMP&lt;br /&gt;
      +Tech Description:&lt;br /&gt;
   XSTR(&lt;br /&gt;
   &amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   $Model File:                      EMPulse2.pof&lt;br /&gt;
   $Mass:                            15.0&lt;br /&gt;
   $Velocity:                        275.0&lt;br /&gt;
   $Fire Wait:                       2.0&lt;br /&gt;
   $Damage:                          45&lt;br /&gt;
   $Blast Force:                     20.0&lt;br /&gt;
   $Inner Radius:                    80.0&lt;br /&gt;
   $Outer Radius:                    300.0&lt;br /&gt;
   $Shockwave Speed:                 120.0&lt;br /&gt;
   $Armor Factor:                    1.0&lt;br /&gt;
   $Shield Factor:                   0.8&lt;br /&gt;
   $Subsystem Factor:                0.5&lt;br /&gt;
   $Lifetime:                        5.0&lt;br /&gt;
   $Energy Consumed:                 0.0&lt;br /&gt;
   $Cargo Size:                      4.0&lt;br /&gt;
   $Homing:                          YES&lt;br /&gt;
      +Type:                            ASPECT&lt;br /&gt;
      +Turn Time:                       1.0&lt;br /&gt;
      +Min Lock Time:                   2.0&lt;br /&gt;
      +Lock Pixels/Sec:                 70&lt;br /&gt;
      +Catch-up Pixels/Sec:             100&lt;br /&gt;
      +Catch-up Penalty:                30&lt;br /&gt;
   $LaunchSnd:                       118&lt;br /&gt;
   $ImpactSnd:                       88&lt;br /&gt;
   $FlyBySnd:                        -1&lt;br /&gt;
   $Rearm Rate:                      2.0&lt;br /&gt;
   $Flags:                           (  &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                        &amp;quot;EMP&amp;quot;)&lt;br /&gt;
   $Trail:&lt;br /&gt;
      +Start Width:                     0.25&lt;br /&gt;
      +End Width:                       0.75&lt;br /&gt;
      +Start Alpha:                     1.0&lt;br /&gt;
      +End Alpha:                       0.0&lt;br /&gt;
      +Max Life:                        1.5&lt;br /&gt;
      +Bitmap:                          MissileTrail04&lt;br /&gt;
   $Icon:                            iconEMPulse&lt;br /&gt;
   $Anim:                            ecm&lt;br /&gt;
   $Impact Explosion:                ExpMissileHit1&lt;br /&gt;
   $Impact Explosion Radius:         10.0&lt;br /&gt;
   $EMP Intensity:                   375.0&lt;br /&gt;
   $EMP Time:                        20.0&lt;br /&gt;
   #End&lt;br /&gt;
   $Player Weapon Precedence: (&lt;br /&gt;
        &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
        &amp;quot;EMP Adv.&amp;quot;   )&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>84.248.195.235</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Animation_Code&amp;diff=750</id>
		<title>Animation Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Animation_Code&amp;diff=750"/>
		<updated>2005-11-13T20:20:43Z</updated>

		<summary type="html">&lt;p&gt;84.248.195.235: Small details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Known commonly as Bob&#039;s animation code as the code was written by Bobboau. Enables submodels defined in [[ships.tbl]] or in any related modular table to be animated in game. Animation code is included to the subsystem entry in similar manner as with [[Animation_Code#Setting_Turret_Angle|multipart turrets]]&lt;br /&gt;
&lt;br /&gt;
==Animation Class==&lt;br /&gt;
*Animation classes are defined in submodels description&lt;br /&gt;
*Syntax: $animation=&#039;&#039;Class&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Triggered&#039;&#039;&#039;&lt;br /&gt;
**Currently only supported animation class&lt;br /&gt;
&lt;br /&gt;
===Animation Type===&lt;br /&gt;
*Animation type defines when the animation is used&lt;br /&gt;
*Currently supported animation types:&lt;br /&gt;
**&#039;&#039;&#039;&amp;quot;initial&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when the mission begins&lt;br /&gt;
**&#039;&#039;&#039;&amp;quot;docking&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when ship starts docking&lt;br /&gt;
**&#039;&#039;&#039;&amp;quot;docked&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when ship is docked&lt;br /&gt;
**&#039;&#039;&#039;&amp;quot;primary bank&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when a primary bank is fired&lt;br /&gt;
**&#039;&#039;&#039;&amp;quot;secondary bank&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when a secondary bank is fired&lt;br /&gt;
**&#039;&#039;&#039;&amp;quot;door&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
***Animation code starts when something happens???&lt;br /&gt;
*Syntax: $type=&#039;&#039;Type&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Animation Sub-Type===&lt;br /&gt;
*Optional more accurate descriptor for the animation type&lt;br /&gt;
*For example used when defined primary bank is fired&lt;br /&gt;
*Syntax: +sub_type:&#039;&#039;Value&#039;&#039;, (0 = 1st weapon bank, 1 = 2nd weapon bank, etc.)&lt;br /&gt;
&lt;br /&gt;
===Animation Code===&lt;br /&gt;
====If Animation Type Is Initial====&lt;br /&gt;
*&#039;&#039;&#039;+delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long til the trigger starts&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+absolute_angle:&#039;&#039;&#039; OR &#039;&#039;&#039;+relative_angle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the rotation degrees with three floats that give the x, y, and z. Absolute means in world terms; relative means relative to the ship. So a 90 degree angle on the ship would always be straight up in relative degrees; it would vary depending how the ship was rotated in absolute degrees. &lt;br /&gt;
**Syntax: &#039;&#039;Value,Value,Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines subobject rotation speed, in relative terms. Defined with x, y and z floats.&lt;br /&gt;
**Syntax: &#039;&#039;Value,Value,Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+acceleration:&#039;&#039;&#039; &lt;br /&gt;
**Defeines acceleration speed of subobject rotation. Defined with three floats, x, y and z&lt;br /&gt;
**Syntax: &#039;&#039;Value,Value,Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+time:&#039;&#039;&#039;&lt;br /&gt;
**Defines time for object to rotate, move, whatever. &lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====If Animation Type Is Not Initial====&lt;br /&gt;
*&#039;&#039;&#039;+delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long til the trigger starts&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+reverse delay:&#039;&#039;&#039;&lt;br /&gt;
**&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+absolute angle:&#039;&#039;&#039; OR &#039;&#039;&#039;+relative angle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the rotation degrees with three floats that give the x, y, and z. Absolute means in world terms; relative means relative to the ship. So a 90 degree angle on the ship would always be straight up in relative degrees; it would vary depending how the ship was rotated in absolute degrees. &lt;br /&gt;
**Syntax: &#039;&#039;Value,Value,Value&#039;&#039;, (degrees)&lt;br /&gt;
*&#039;&#039;&#039;+velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines subobject rotation speed, in relative terms. Defined with x, y and z floats.&lt;br /&gt;
**Syntax: &#039;&#039;Value,Value,Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+acceleration:&#039;&#039;&#039;&lt;br /&gt;
**Defeines acceleration speed of subobject rotation. Defined with three floats, x, y and z&lt;br /&gt;
**Syntax: &#039;&#039;Value,Value,Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+time:&#039;&#039;&#039;&lt;br /&gt;
**Defines time for object to rotate, move, whatever. &lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;$Sound:&#039;&#039;&#039;&lt;br /&gt;
**Defines sounds that are played with the animation&lt;br /&gt;
**&#039;&#039;&#039;+Start:&#039;&#039;&#039;&lt;br /&gt;
***Defines the sound that is played when animation starts&lt;br /&gt;
***Syntax: ????&lt;br /&gt;
**&#039;&#039;&#039;+Loop:&#039;&#039;&#039;&lt;br /&gt;
***Defines the sound that is played when animation is going on&lt;br /&gt;
***Syntax: ????&lt;br /&gt;
**&#039;&#039;&#039;+End:&#039;&#039;&#039;&lt;br /&gt;
***Defines the sound that is played when animation stops&lt;br /&gt;
***Syntax: ????&lt;br /&gt;
**&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
***Defines the distance from the submodel where the sound is audible&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
==Animation Examples==&lt;br /&gt;
===Setting Turret Angle===&lt;br /&gt;
*Animation code can be used to set multipart turrets barrel angle at the beginning of the mission&lt;br /&gt;
*&#039;&#039;&#039;Animation Class&#039;&#039;&#039; = triggered&lt;br /&gt;
**The only one available&lt;br /&gt;
*&#039;&#039;&#039;Animation Type&#039;&#039;&#039; = initial&lt;br /&gt;
**As we want the barrels to align themselves at the beginning of the mission&lt;br /&gt;
*&#039;&#039;&#039;Animation Code&#039;&#039;&#039; &lt;br /&gt;
**+relative_angle: is good for this purpose&lt;br /&gt;
**Notes and angles:&lt;br /&gt;
***First value is used to determine the turret&#039;s barrels deviation from the turrets normal. So barrel elevation in degrees is ( 90 - the first value ).&lt;br /&gt;
***Second value is used to determine the turret facing. With &#039;&#039;0&#039;&#039; the turret facing is in the normal setting and with &#039;&#039;180&#039;&#039; turn the turret completely around. Do note that turrets on the underside of the model normally face backward so to get these turrets pointing forward the second value has to be set to 180.&lt;br /&gt;
 &lt;br /&gt;
====Example====&lt;br /&gt;
   $Subsystem:            turret02,0.833,1.0&lt;br /&gt;
   $Default PBanks:       (  &amp;quot;Terran Turret&amp;quot; )&lt;br /&gt;
   $animation=triggered&lt;br /&gt;
   $type=&amp;quot;inital&amp;quot;&lt;br /&gt;
   +relative_angle:       90,180,0&lt;/div&gt;</summary>
		<author><name>84.248.195.235</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=687</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=687"/>
		<updated>2005-11-12T14:31:02Z</updated>

		<summary type="html">&lt;p&gt;84.248.195.235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Made following the older guide (originally written by GE) by Wanderer&lt;br /&gt;
&lt;br /&gt;
==Retail FS2 - Weapons Table==&lt;br /&gt;
&lt;br /&gt;
===Core Table===&lt;br /&gt;
&lt;br /&gt;
====$Name:====&lt;br /&gt;
*This is the name of the weapon. If it&#039;s going to be used by the player, keep it under 12 characters so it doesn&#039;t spill over the HUD box. If the weapon has an @ symbol in front of it, it means it&#039;s allowed in the demo. It doesn&#039;t really do anything in the retail version.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Title:====&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&amp;quot;Title&amp;quot;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren&#039;t based on any hard numbers, just approximations. Only needed for player allowed weapons.&lt;br /&gt;
&lt;br /&gt;
   XSTR(&lt;br /&gt;
   &amp;quot;&#039;&#039;Standard Issue&lt;br /&gt;
   &#039;&#039;Level 3 Hull Damage&lt;br /&gt;
   &#039;&#039;Level 2 Shield Damage&#039;&#039;&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&amp;quot;Title&amp;quot;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Tech Anim:====&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**Example: Tech_Subach_HL-7&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons.&lt;br /&gt;
&lt;br /&gt;
   XSTR(&lt;br /&gt;
   &amp;quot;&#039;&#039;The Subach-Innes HL-7...&#039;&#039;&amp;quot;, 3245)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
&lt;br /&gt;
====$Model File:====&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields after the $Model file: are not required if model has been defined.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is &#039;none&#039;.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**Example: none&lt;br /&gt;
*&#039;&#039;&#039;@Laser Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to be used as the weapon effect if no model is defined.&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;@Laser Glow:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file that determines the glow of the weapon effect if no model is defined&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;@Laser Color:&#039;&#039;&#039;&lt;br /&gt;
**The color of the weapon effect when you fire it.&lt;br /&gt;
**Syntax: &amp;quot;Value, Value, Value&#039;&#039; (Red, Green, Blue respectively, value from 0 to 255)&lt;br /&gt;
***Example: 250, 0, 0&lt;br /&gt;
*&#039;&#039;&#039;@Laser Color2:&#039;&#039;&#039;&lt;br /&gt;
**The color of the weapon effect at its maximum range.&lt;br /&gt;
**Syntax: &amp;quot;Value, Value, Value&#039;&#039; (Red, Green, Blue respectively, value from 0 to 255)&lt;br /&gt;
***Example: 0, 0, 250&lt;br /&gt;
*&#039;&#039;&#039;@Laser Length:&#039;&#039;&#039;&lt;br /&gt;
**Length of the weapon effect.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (1/10 of a meters)&lt;br /&gt;
*&#039;&#039;&#039;@Laser Head Radius:&#039;&#039;&#039;&lt;br /&gt;
**Width of the head of the weapon effect.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters ?)&lt;br /&gt;
*&#039;&#039;&#039;@Laser Tail Radius:&#039;&#039;&#039;&lt;br /&gt;
**Width of the tail of the weapon effect.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (meters ?)&lt;br /&gt;
&lt;br /&gt;
====$Mass:====&lt;br /&gt;
*How much of a kinetic effect this weapon has on its target. 3+ gives you the Flail effect. Set it to 10 and you can knock cruisers around.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (blast effect)&lt;br /&gt;
&lt;br /&gt;
====$Velocity:====&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, $Velocity x $Lifetime = range.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targetting with certain beam types.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
&lt;br /&gt;
====$Fire Wait:====&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Damage:====&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continous damage, damage is 5.5 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage value)&lt;br /&gt;
&lt;br /&gt;
====$Blast Force:====&lt;br /&gt;
*The intensity of the blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (blast effect)&lt;br /&gt;
&lt;br /&gt;
====$Inner Radius:====&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Outer Radius:====&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Shockwave Speed:====&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
&lt;br /&gt;
====$Armor Factor:====&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage multiplier)&lt;br /&gt;
&lt;br /&gt;
====$Shield Factor:====&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage multiplier)&lt;br /&gt;
&lt;br /&gt;
====$Subsystem Factor:====&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage multiplier)&lt;br /&gt;
&lt;br /&gt;
====$Lifetime:====&lt;br /&gt;
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targetting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Energy Consumed:====&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turretted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Cargo Size:====&lt;br /&gt;
*Cargo size, is not used with primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Homing:====&lt;br /&gt;
*Only for secondaries. You can&#039;t have homing primaries. If this is set to YES with primaries, then the bolts turn to face their target but keep moving in the same direction. If the field is set to NO then following fields are not required in the table.&lt;br /&gt;
*Defines if the missiles in question is homing&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the homing method&lt;br /&gt;
**Syntax: &#039;&#039;ASPECT&#039;&#039; or &#039;&#039;HEAT&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines how well missile manouvers. Number of seconds it takes the missile to do a 360 degree circle&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;, this is then number of degrees the missile sees. Value / 2 gives the angle from the missiles centerline.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (degrees)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lock Time:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect missiles only&#039;&#039;&#039;, the minimum number of seconds to gain target lock&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Lock Pixels/Sec:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect missiles only&#039;&#039;&#039;, pixels the aspect triangle moves per second while attempting lock-on&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (pixels per second)&lt;br /&gt;
*&#039;&#039;&#039;+Catch-up Pixels/Sec:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect missiles only&#039;&#039;&#039;, pixels moved per second while attempting to catch up to the target&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (pixels per second)&lt;br /&gt;
*&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect missiles only&#039;&#039;&#039;, extra pixels to move after catching up ????&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (pixels)&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;, usually NO&lt;br /&gt;
&lt;br /&gt;
====$Swarm:====&lt;br /&gt;
*The number of missiles to fire per volley if it&#039;s a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes singlepart turrets to malfunction and multipart turrets to fire noly on their barrel line. Can be used for &#039;burst fire weapons&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$LaunchSnd:====&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, identification number of the sound as defined in sounds.tbl&lt;br /&gt;
&lt;br /&gt;
====$ImpactSnd:====&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, identification number of the sound as defined in sounds.tbl&lt;br /&gt;
&lt;br /&gt;
====$FlyBySnd:====&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, identification number of the sound as defined in sounds.tbl, usually -1&lt;br /&gt;
&lt;br /&gt;
====+Weapon Range:====&lt;br /&gt;
*Defines the range to the target where the weapons under AI will start firing.??&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Flags:====&lt;br /&gt;
*Flags are detailed below.&lt;br /&gt;
&lt;br /&gt;
====$Trail:====&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Icon:====&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Anim:====&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Impact Explosion:====&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039; or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Impact Explosion Radius:====&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
*Special case weapons&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES: &amp;quot;beam&amp;quot; flag&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$BeamInfo:====&lt;br /&gt;
*Location: After $Impact Explosion Radius:&lt;br /&gt;
*Has special fields for different beam parameters&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the type of beam in question. Beam types: 0 is a standard non-slashing type beam. 1 is a slashing type beam. 3 is a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles. 4 is a beam that is restricted to what is directly in front of it, along turrets firepoints normal. Nobody knows what Type 2 beams are.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, only values from 0 to 4 are legal&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (milliseconds)&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (milliseconds)&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (meters)&lt;br /&gt;
*&#039;&#039;&#039;+PCount:&#039;&#039;&#039;&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+PAngle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (angle of the cone)&lt;br /&gt;
*&#039;&#039;&#039;+PAni:&#039;&#039;&#039;&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Miss Factor:&#039;&#039;&#039;&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: &#039;&#039;Value Value Value Value Value&#039;&#039;, Very Easy, Easy, Moderate, Hard, Very Hard respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
*&#039;&#039;&#039;+BeamSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, identification number of the sound as defined in sounds.tbl&lt;br /&gt;
*&#039;&#039;&#039;+WarmupSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, identification number of the sound as defined in sounds.tbl&lt;br /&gt;
*&#039;&#039;&#039;+WarmdownSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, identification number of the sound as defined in sounds.tbl&lt;br /&gt;
*&#039;&#039;&#039;+Muzzleglow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the bitmap used t create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Shots:&#039;&#039;&#039;&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of lifetime where beam starts shrinking (0.1 == 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of max width we subtract per second&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
**&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
***Width of the section&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039; (meters)&lt;br /&gt;
**&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
***Texture for the section&lt;br /&gt;
***Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
***Defines the color and transparency of the center of the section&lt;br /&gt;
***Syntax: &#039;&#039;Value Value Value Value&#039;&#039;, (Red, Green, Blue, and Alpha respectively, value from 0 to 255)&lt;br /&gt;
****Example: 255 255 255 255&lt;br /&gt;
**&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
***Defines the color and transparency of the edges of the section&lt;br /&gt;
***Syntax: &#039;&#039;Value Value Value Value&#039;&#039;, (Red, Green, Blue, and Alpha respectively, value from 0 to 255)&lt;br /&gt;
****Example: 150 150 150 10&lt;br /&gt;
**&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
***Defines how much the section flickers&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039;, value from 0 to 1&lt;br /&gt;
**&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
***Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be.&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Flak Cannons===&lt;br /&gt;
*Special case weapons.&lt;br /&gt;
*&#039;&#039;&#039;REQUIRE: &amp;quot;flak&amp;quot; and &amp;quot;particle spew&amp;quot; flags&#039;&#039;&#039;&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*Do not use any model or weapon effect. Rather trhese use particle spew&lt;br /&gt;
&lt;br /&gt;
====$Muzzleflash:====&lt;br /&gt;
*Location: After $Impact Explosion Radius:&lt;br /&gt;
*Defines the muzzle slash the weapon uses&lt;br /&gt;
*Syntax: &#039;&#039;Muzzleflash name&#039;&#039;, as defined in mflash.tbl&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Special Cases===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;TAG&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
*Location: After $Impact Explosion Radius:&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*Syntax: &#039;&#039;TAG level&#039;&#039; &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Esuck&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Allowed for primary weapons&lt;br /&gt;
*Location: After $Impact Explosion Radius:&lt;br /&gt;
*&#039;&#039;&#039;$Leech Weapon:&#039;&#039;&#039;&lt;br /&gt;
**The amount of weapon energy to drain with each hit&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Leech Afterburner:&#039;&#039;&#039;&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;EMP&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
*Location: After $Impact Explosion Radius:&lt;br /&gt;
*&#039;&#039;&#039;$EMP Intensity:&#039;&#039;&#039;&lt;br /&gt;
**If it has an EMP effect, how deeply it scrambles your electronics&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$EMP Time:&#039;&#039;&#039;&lt;br /&gt;
**Duration of the EMP effect&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
==Retail FS2 - Weapon Flags==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;in tech database&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Has the weapon in the tech database at the start of the campaign&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;player allowed&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Allows this weapon as a player weapon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;stream&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Gives this weapon a streaming effect&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;puncture&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Reduces hull damage by 25%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;shudder&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Makes your ship shudder while you&#039;re firing it&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;esuck&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Drains the target&#039;s energy banks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;particle spew&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;beam&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Makes this weapon a beam cannon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Big Ship&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Huge&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Allows this weapon to do the final 10% damage to a ship with the &amp;quot;Big Damage&amp;quot; flag&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Flak&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Makes this weapon a flak gun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Corkscrew&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Lockarm&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Requires a target lock in order to arm its warhead&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Bomber+&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*The AI will prefer to use this weapon against bombers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Spawn Cluster Baby,15&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Will spawn the specified number of missiles upon detonation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Remote Detonate&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Can be triggered remotely via a second press on the trigger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Bomb&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Makes this weapon targetable with the B key, and the AI prefers to use it against large ships&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;No Dumbfire&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Missile will not fire without a lock&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;EMP&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Electronics&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Will seize up the weapons and engines systems of any ship of cruiser class or below for a short period of time&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;child&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Cannot be set as a weapon on any ship, but is instead a child of a cluster weapon like the Piranha or Infyrno&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SCP - Weapons Table==&lt;/div&gt;</summary>
		<author><name>84.248.195.235</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=674</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=674"/>
		<updated>2005-11-12T08:50:10Z</updated>

		<summary type="html">&lt;p&gt;84.248.195.235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Made following the older guide (originally written by GE) by Wanderer&lt;br /&gt;
&lt;br /&gt;
==Retail FS2 - Standard Primaries==&lt;br /&gt;
&lt;br /&gt;
====$Name:====&lt;br /&gt;
*This is the name of the weapon. If it&#039;s going to be used by the player, keep it under 12 characters so it doesn&#039;t spill over the HUD box. If the weapon has an @ symbol in front of it, it means it&#039;s allowed in the demo. It doesn&#039;t really do anything in the retail version.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Title:====&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&amp;quot;Title&amp;quot;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren&#039;t based on any hard numbers, just approximations. Only needed for player allowed weapons.&lt;br /&gt;
&lt;br /&gt;
   XSTR(&lt;br /&gt;
   &amp;quot;Standard Issue&lt;br /&gt;
   Level 3 Hull Damage&lt;br /&gt;
   Level 2 Shield Damage&amp;quot;, 3244)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&amp;quot;Title&amp;quot;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Tech Anim:====&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**Example: Tech_Subach_HL-7&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons.&lt;br /&gt;
&lt;br /&gt;
   XSTR(&lt;br /&gt;
   &amp;quot;The Subach-Innes HL-7...&amp;quot;, 3245)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
&lt;br /&gt;
====$Model File:====&lt;br /&gt;
*filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;,  lasers don&#039;t use specific models so usually name is &#039;none&#039;.&lt;br /&gt;
**Example: none&lt;br /&gt;
*&#039;&#039;&#039;@Laser Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to be used as the laser.&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;@Laser Glow:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file that determines the glow of the laser.&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;@Laser Color:&#039;&#039;&#039;&lt;br /&gt;
**The color of the laser when you fire it.&lt;br /&gt;
**Syntax: &amp;quot;Value, Value, Value&#039;&#039; (Red, Green, Blue respectively, value from 0 to 255)&lt;br /&gt;
***Example: 250, 0, 0&lt;br /&gt;
*&#039;&#039;&#039;@Laser Color2:&#039;&#039;&#039;&lt;br /&gt;
**The color of the laser at its maximum range.&lt;br /&gt;
**Syntax: &amp;quot;Value, Value, Value&#039;&#039; (Red, Green, Blue respectively, value from 0 to 255)&lt;br /&gt;
***Example: 0, 0, 250&lt;br /&gt;
*&#039;&#039;&#039;@Laser Length:&#039;&#039;&#039;&lt;br /&gt;
**Length of the laser bolt.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (1/10 of a meters)&lt;br /&gt;
*&#039;&#039;&#039;@Laser Head Radius:&#039;&#039;&#039;&lt;br /&gt;
**Width of the head of the laser.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters ?)&lt;br /&gt;
*&#039;&#039;&#039;@Laser Tail Radius:&#039;&#039;&#039;&lt;br /&gt;
**Width of the tail of the laser.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (meters ?)&lt;br /&gt;
&lt;br /&gt;
====$Mass:====&lt;br /&gt;
*How much of a kinetic effect this laser has on its target. 3+ gives you the Flail effect. Set it to 10 and you can knock cruisers around.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (blast effect)&lt;br /&gt;
&lt;br /&gt;
====$Velocity:====&lt;br /&gt;
*How fast the laser bolt travels.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
&lt;br /&gt;
====$Fire Wait:====&lt;br /&gt;
*Time in seconds between shots&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Damage:====&lt;br /&gt;
*Base damage this laser does. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage value)&lt;br /&gt;
&lt;br /&gt;
====$Armor Factor:====&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage multiplier)&lt;br /&gt;
&lt;br /&gt;
====$Shield Factor:====&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage multiplier)&lt;br /&gt;
&lt;br /&gt;
====$Subsystem Factor:====&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage multiplier)&lt;br /&gt;
&lt;br /&gt;
====$Lifetime:====&lt;br /&gt;
*Time before the laser bolt fizzles out. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effect may suffer.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Energy Consumed:====&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turretted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Cargo Size:====&lt;br /&gt;
*Cargo size, has no effect with primaries.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, usually zero&lt;br /&gt;
&lt;br /&gt;
====$Homing: NO====&lt;br /&gt;
*You can&#039;t have homing primaries. If this is set to YES, then the bolts turn to face their target but keep moving in the same direction.&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;, usually NO&lt;br /&gt;
&lt;br /&gt;
====$LaunchSnd:====&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, identification number of the sound as defined in sounds.tbl&lt;br /&gt;
&lt;br /&gt;
====$ImpactSnd:====&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, identification number of the sound as defined in sounds.tbl&lt;br /&gt;
&lt;br /&gt;
====$FlyBySnd:====&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound. Is often left out from table parsing by having &amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt; symbol in beginning of the line.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, identification number of the sound as defined in sounds.tbl, usually -1&lt;br /&gt;
&lt;br /&gt;
====+Weapon Range:====&lt;br /&gt;
*Defines the range to the target where the weapons under AI will start firing.??&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Flags:====&lt;br /&gt;
*Flags are detailed below.&lt;br /&gt;
&lt;br /&gt;
====$Trail:====&lt;br /&gt;
*This is used if you want your weapon to have a trail. Is often left out from table parsing by having &amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt; symbol in beginning of the line.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Icon:====&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Anim:====&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Impact Explosion:====&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;, usually &#039;none&#039;, as often primaries are not given impact explosion.&lt;br /&gt;
&lt;br /&gt;
====$Impact Explosion Radius:====&lt;br /&gt;
*Radius of the defined impact explosion. If the impact explosion is not used then this line should be omitted (remove or begin line with &amp;lt;nowiki&amp;gt; ; &amp;lt;/nowiki&amp;gt;)&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Retail FS2 - Beam Cannons==&lt;br /&gt;
*Most of the fields here are irrelevant, and included only so as not to break the parser. &#039;&#039;&#039;UNUSED&#039;&#039;&#039; indicates that the entry has no effect on beam performance but it has to be present so that parser is not broken.&lt;br /&gt;
&lt;br /&gt;
====$Name:====&lt;br /&gt;
*This is the name of the weapon. If it&#039;s going to be used by the player, keep it under 12 characters so it doesn&#039;t spill over the HUD box. If the weapon has an @ symbol in front of it, it means it&#039;s allowed in the demo. It doesn&#039;t really do anything in the retail version.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Model File:====&lt;br /&gt;
*filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;,  &#039;&#039;&#039;UNUSED&#039;&#039;&#039;&lt;br /&gt;
**Example: none&lt;br /&gt;
*&#039;&#039;&#039;@Laser Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to be used as the laser.&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;, &#039;&#039;&#039;UNUSED&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;@Laser Color:&#039;&#039;&#039;&lt;br /&gt;
**The color of the laser when you fire it.&lt;br /&gt;
**Syntax: &amp;quot;Value, Value, Value&#039;&#039; (Red, Green, Blue respectively, value from 0 to 255), &#039;&#039;&#039;UNUSED&#039;&#039;&#039;&lt;br /&gt;
***Example: 250, 0, 0&lt;br /&gt;
*&#039;&#039;&#039;@Laser Length:&#039;&#039;&#039;&lt;br /&gt;
**Length of the laser bolt.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (1/10 of a meters), &#039;&#039;&#039;UNUSED&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;@Laser Head Radius:&#039;&#039;&#039;&lt;br /&gt;
**Width of the head of the laser.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters ?), &#039;&#039;&#039;UNUSED&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;@Laser Tail Radius:&#039;&#039;&#039;&lt;br /&gt;
**Width of the tail of the laser.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters ?), &#039;&#039;&#039;UNUSED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Mass:====&lt;br /&gt;
*How much of a kinetic effect this beamr has on its target. 3+ gives you the Flail effect. Set it to 10 and you can knock cruisers around.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (blast effect)&lt;br /&gt;
&lt;br /&gt;
====$Velocity:====&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targetting with certain beam types.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
&lt;br /&gt;
====$Fire Wait:====&lt;br /&gt;
*Time in seconds between shots&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Damage:====&lt;br /&gt;
*Base damage this beam does is continous damage, damage is 5.5 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage value)&lt;br /&gt;
&lt;br /&gt;
====$Armor Factor:====&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage multiplier)&lt;br /&gt;
&lt;br /&gt;
====$Shield Factor:====&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage multiplier)&lt;br /&gt;
&lt;br /&gt;
====$Subsystem Factor:====&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage multiplier)&lt;br /&gt;
&lt;br /&gt;
====$Lifetime:====&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targetting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Energy Consumed:====&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turretted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, &#039;&#039;&#039;UNUSED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Cargo Size:====&lt;br /&gt;
*Cargo size, has no effect with primaries.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, &#039;&#039;&#039;UNUSED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Homing: NO====&lt;br /&gt;
*You can&#039;t have homing primaries. If this is set to YES, then the bolts turn to face their target but keep moving in the same direction.&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;, usually NO, &#039;&#039;&#039;UNUSED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$LaunchSnd:====&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, identification number of the sound as defined in sounds.tbl, &#039;&#039;&#039;UNUSED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$ImpactSnd:====&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, identification number of the sound as defined in sounds.tbl, &#039;&#039;&#039;UNUSED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Weapon Range:====&lt;br /&gt;
*This is the range at which the beams will acquire a target. Beams will still do damage to anything farther away than this, but they will not fire of their own accord.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039; (meters)&lt;br /&gt;
&lt;br /&gt;
====$Flags:====&lt;br /&gt;
*See below&lt;br /&gt;
&lt;br /&gt;
====$Icon:====&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;, &#039;&#039;&#039;UNUSED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Anim:====&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;, &#039;&#039;&#039;UNUSED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Impact Explosion:====&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Impact Explosion Radius:====&lt;br /&gt;
*Radius of the defined impact explosion. If the impact explosion is not used then this line should be omitted (remove or begin line with &amp;lt;nowiki&amp;gt; ; &amp;lt;/nowiki&amp;gt;)&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$BeamInfo:====&lt;br /&gt;
*Has special fields for different beam parameters&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the type of beam in question. Beam types: 0 is a standard non-slashing type beam. 1 is a slashing type beam. 3 is a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles. 4 is a beam that is restricted to what is directly in front of it, along turrets firepoints normal. Nobody knows what Type 2 beams are.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, only values from 0 to 4 are legal&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (milliseconds)&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (milliseconds)&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (meters)&lt;br /&gt;
*&#039;&#039;&#039;+PCount:&#039;&#039;&#039;&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+PAngle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (angle of the cone)&lt;br /&gt;
*&#039;&#039;&#039;+PAni:&#039;&#039;&#039;&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Miss Factor:&#039;&#039;&#039;&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: &#039;&#039;Value Value Value Value Value&#039;&#039;, Very Easy, Easy, Moderate, Hard, Very Hard respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
*&#039;&#039;&#039;+BeamSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, identification number of the sound as defined in sounds.tbl&lt;br /&gt;
*&#039;&#039;&#039;+WarmupSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, identification number of the sound as defined in sounds.tbl&lt;br /&gt;
*&#039;&#039;&#039;+WarmdownSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, identification number of the sound as defined in sounds.tbl&lt;br /&gt;
*&#039;&#039;&#039;+Muzzleglow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the bitmap used t create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Shots:&#039;&#039;&#039;&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of lifetime where beam starts shrinking (0.1 == 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of max width we subtract per second&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
**&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
***Width of the section&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039; (meters)&lt;br /&gt;
**&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
***Texture for the section&lt;br /&gt;
***Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
***Defines the color and transparency of the center of the section&lt;br /&gt;
***Syntax: &#039;&#039;Value Value Value Value&#039;&#039;, (Red, Green, Blue, and Alpha respectively, value from 0 to 255)&lt;br /&gt;
****Example: 255 255 255 255&lt;br /&gt;
**&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
***Defines the color and transparency of the edges of the section&lt;br /&gt;
***Syntax: &#039;&#039;Value Value Value Value&#039;&#039;, (Red, Green, Blue, and Alpha respectively, value from 0 to 255)&lt;br /&gt;
****Example: 150 150 150 10&lt;br /&gt;
**&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
***Defines how much the section flickers&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039;, value from 0 to 1&lt;br /&gt;
**&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
***Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be.&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039;&lt;/div&gt;</summary>
		<author><name>84.248.195.235</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=668</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=668"/>
		<updated>2005-11-12T08:48:33Z</updated>

		<summary type="html">&lt;p&gt;84.248.195.235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Made following the older guide (originally written by GE) by Wanderer&lt;br /&gt;
&lt;br /&gt;
==Retail FS2 - Standard Primaries==&lt;br /&gt;
&lt;br /&gt;
====$Name:====&lt;br /&gt;
*This is the name of the weapon. If it&#039;s going to be used by the player, keep it under 12 characters so it doesn&#039;t spill over the HUD box. If the weapon has an @ symbol in front of it, it means it&#039;s allowed in the demo. It doesn&#039;t really do anything in the retail version.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Title:====&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&amp;quot;Title&amp;quot;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren&#039;t based on any hard numbers, just approximations. Only needed for player allowed weapons.&lt;br /&gt;
&lt;br /&gt;
   XSTR(&lt;br /&gt;
   &amp;quot;Standard Issue&lt;br /&gt;
   Level 3 Hull Damage&lt;br /&gt;
   Level 2 Shield Damage&amp;quot;, 3244)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&amp;quot;Title&amp;quot;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Tech Anim:====&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**Example: Tech_Subach_HL-7&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons.&lt;br /&gt;
&lt;br /&gt;
   XSTR(&lt;br /&gt;
   &amp;quot;The Subach-Innes HL-7 is a xaser weapon, firing an intense, highly focused beam of X-ray emissions. Until the Shivans appeared with their shield technology, these weapons were considered an unnecessary and costly extravagance. But Great War dogfights against Shivan craft taught the Allies that their ships didn&#039;t stand a chance unless they could punch through shields. The HL-7 works superbly against shields of all varieties and has become the standing issue primary weapon for all Terran fighters and bombers.&amp;quot;, 3245)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
&lt;br /&gt;
====$Model File:====&lt;br /&gt;
*filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;,  lasers don&#039;t use specific models so usually name is &#039;none&#039;.&lt;br /&gt;
**Example: none&lt;br /&gt;
*&#039;&#039;&#039;@Laser Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to be used as the laser.&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;@Laser Glow:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file that determines the glow of the laser.&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;@Laser Color:&#039;&#039;&#039;&lt;br /&gt;
**The color of the laser when you fire it.&lt;br /&gt;
**Syntax: &amp;quot;Value, Value, Value&#039;&#039; (Red, Green, Blue respectively, value from 0 to 255)&lt;br /&gt;
***Example: 250, 0, 0&lt;br /&gt;
*&#039;&#039;&#039;@Laser Color2:&#039;&#039;&#039;&lt;br /&gt;
**The color of the laser at its maximum range.&lt;br /&gt;
**Syntax: &amp;quot;Value, Value, Value&#039;&#039; (Red, Green, Blue respectively, value from 0 to 255)&lt;br /&gt;
***Example: 0, 0, 250&lt;br /&gt;
*&#039;&#039;&#039;@Laser Length:&#039;&#039;&#039;&lt;br /&gt;
**Length of the laser bolt.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (1/10 of a meters)&lt;br /&gt;
*&#039;&#039;&#039;@Laser Head Radius:&#039;&#039;&#039;&lt;br /&gt;
**Width of the head of the laser.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters ?)&lt;br /&gt;
*&#039;&#039;&#039;@Laser Tail Radius:&#039;&#039;&#039;&lt;br /&gt;
**Width of the tail of the laser.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (meters ?)&lt;br /&gt;
&lt;br /&gt;
====$Mass:====&lt;br /&gt;
*How much of a kinetic effect this laser has on its target. 3+ gives you the Flail effect. Set it to 10 and you can knock cruisers around.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (blast effect)&lt;br /&gt;
&lt;br /&gt;
====$Velocity:====&lt;br /&gt;
*How fast the laser bolt travels.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
&lt;br /&gt;
====$Fire Wait:====&lt;br /&gt;
*Time in seconds between shots&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Damage:====&lt;br /&gt;
*Base damage this laser does. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage value)&lt;br /&gt;
&lt;br /&gt;
====$Armor Factor:====&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage multiplier)&lt;br /&gt;
&lt;br /&gt;
====$Shield Factor:====&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage multiplier)&lt;br /&gt;
&lt;br /&gt;
====$Subsystem Factor:====&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage multiplier)&lt;br /&gt;
&lt;br /&gt;
====$Lifetime:====&lt;br /&gt;
*Time before the laser bolt fizzles out. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effect may suffer.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Energy Consumed:====&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turretted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Cargo Size:====&lt;br /&gt;
*Cargo size, has no effect with primaries.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, usually zero&lt;br /&gt;
&lt;br /&gt;
====$Homing: NO====&lt;br /&gt;
*You can&#039;t have homing primaries. If this is set to YES, then the bolts turn to face their target but keep moving in the same direction.&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;, usually NO&lt;br /&gt;
&lt;br /&gt;
====$LaunchSnd:====&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, identification number of the sound as defined in sounds.tbl&lt;br /&gt;
&lt;br /&gt;
====$ImpactSnd:====&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, identification number of the sound as defined in sounds.tbl&lt;br /&gt;
&lt;br /&gt;
====$FlyBySnd:====&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound. Is often left out from table parsing by having &amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt; symbol in beginning of the line.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, identification number of the sound as defined in sounds.tbl, usually -1&lt;br /&gt;
&lt;br /&gt;
====+Weapon Range:====&lt;br /&gt;
*Defines the range to the target where the weapons under AI will start firing.??&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Flags:====&lt;br /&gt;
*Flags are detailed below.&lt;br /&gt;
&lt;br /&gt;
====$Trail:====&lt;br /&gt;
*This is used if you want your weapon to have a trail. Is often left out from table parsing by having &amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt; symbol in beginning of the line.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Icon:====&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Anim:====&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Impact Explosion:====&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;, usually &#039;none&#039;, as often primaries are not given impact explosion.&lt;br /&gt;
&lt;br /&gt;
====$Impact Explosion Radius:====&lt;br /&gt;
*Radius of the defined impact explosion. If the impact explosion is not used then this line should be omitted (remove or begin line with &amp;lt;nowiki&amp;gt; ; &amp;lt;/nowiki&amp;gt;)&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Retail FS2 - Beam Cannons==&lt;br /&gt;
*Most of the fields here are irrelevant, and included only so as not to break the parser. &#039;&#039;&#039;UNUSED&#039;&#039;&#039; indicates that the entry has no effect on beam performance but it has to be present so that parser is not broken.&lt;br /&gt;
&lt;br /&gt;
====$Name:====&lt;br /&gt;
*This is the name of the weapon. If it&#039;s going to be used by the player, keep it under 12 characters so it doesn&#039;t spill over the HUD box. If the weapon has an @ symbol in front of it, it means it&#039;s allowed in the demo. It doesn&#039;t really do anything in the retail version.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Model File:====&lt;br /&gt;
*filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;,  &#039;&#039;&#039;UNUSED&#039;&#039;&#039;&lt;br /&gt;
**Example: none&lt;br /&gt;
*&#039;&#039;&#039;@Laser Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to be used as the laser.&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;, &#039;&#039;&#039;UNUSED&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;@Laser Color:&#039;&#039;&#039;&lt;br /&gt;
**The color of the laser when you fire it.&lt;br /&gt;
**Syntax: &amp;quot;Value, Value, Value&#039;&#039; (Red, Green, Blue respectively, value from 0 to 255), &#039;&#039;&#039;UNUSED&#039;&#039;&#039;&lt;br /&gt;
***Example: 250, 0, 0&lt;br /&gt;
*&#039;&#039;&#039;@Laser Length:&#039;&#039;&#039;&lt;br /&gt;
**Length of the laser bolt.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (1/10 of a meters), &#039;&#039;&#039;UNUSED&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;@Laser Head Radius:&#039;&#039;&#039;&lt;br /&gt;
**Width of the head of the laser.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters ?), &#039;&#039;&#039;UNUSED&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;@Laser Tail Radius:&#039;&#039;&#039;&lt;br /&gt;
**Width of the tail of the laser.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters ?), &#039;&#039;&#039;UNUSED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Mass:====&lt;br /&gt;
*How much of a kinetic effect this beamr has on its target. 3+ gives you the Flail effect. Set it to 10 and you can knock cruisers around.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (blast effect)&lt;br /&gt;
&lt;br /&gt;
====$Velocity:====&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targetting with certain beam types.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
&lt;br /&gt;
====$Fire Wait:====&lt;br /&gt;
*Time in seconds between shots&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Damage:====&lt;br /&gt;
*Base damage this beam does is continous damage, damage is 5.5 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage value)&lt;br /&gt;
&lt;br /&gt;
====$Armor Factor:====&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage multiplier)&lt;br /&gt;
&lt;br /&gt;
====$Shield Factor:====&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage multiplier)&lt;br /&gt;
&lt;br /&gt;
====$Subsystem Factor:====&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage multiplier)&lt;br /&gt;
&lt;br /&gt;
====$Lifetime:====&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targetting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Energy Consumed:====&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turretted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, &#039;&#039;&#039;UNUSED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Cargo Size:====&lt;br /&gt;
*Cargo size, has no effect with primaries.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, &#039;&#039;&#039;UNUSED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Homing: NO====&lt;br /&gt;
*You can&#039;t have homing primaries. If this is set to YES, then the bolts turn to face their target but keep moving in the same direction.&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;, usually NO, &#039;&#039;&#039;UNUSED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$LaunchSnd:====&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, identification number of the sound as defined in sounds.tbl, &#039;&#039;&#039;UNUSED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$ImpactSnd:====&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, identification number of the sound as defined in sounds.tbl, &#039;&#039;&#039;UNUSED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Weapon Range:====&lt;br /&gt;
*This is the range at which the beams will acquire a target. Beams will still do damage to anything farther away than this, but they will not fire of their own accord.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039; (meters)&lt;br /&gt;
&lt;br /&gt;
====$Flags:====&lt;br /&gt;
*See below&lt;br /&gt;
&lt;br /&gt;
====$Icon:====&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;, &#039;&#039;&#039;UNUSED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Anim:====&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;, &#039;&#039;&#039;UNUSED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Impact Explosion:====&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Impact Explosion Radius:====&lt;br /&gt;
*Radius of the defined impact explosion. If the impact explosion is not used then this line should be omitted (remove or begin line with &amp;lt;nowiki&amp;gt; ; &amp;lt;/nowiki&amp;gt;)&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$BeamInfo:====&lt;br /&gt;
*Has special fields for different beam parameters&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the type of beam in question. Beam types: 0 is a standard non-slashing type beam. 1 is a slashing type beam. 3 is a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles. 4 is a beam that is restricted to what is directly in front of it, along turrets firepoints normal. Nobody knows what Type 2 beams are.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, only values from 0 to 4 are legal&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (milliseconds)&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (milliseconds)&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (meters)&lt;br /&gt;
*&#039;&#039;&#039;+PCount:&#039;&#039;&#039;&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+PAngle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (angle of the cone)&lt;br /&gt;
*&#039;&#039;&#039;+PAni:&#039;&#039;&#039;&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Miss Factor:&#039;&#039;&#039;&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: &#039;&#039;Value Value Value Value Value&#039;&#039;, Very Easy, Easy, Moderate, Hard, Very Hard respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
*&#039;&#039;&#039;+BeamSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, identification number of the sound as defined in sounds.tbl&lt;br /&gt;
*&#039;&#039;&#039;+WarmupSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, identification number of the sound as defined in sounds.tbl&lt;br /&gt;
*&#039;&#039;&#039;+WarmdownSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, identification number of the sound as defined in sounds.tbl&lt;br /&gt;
*&#039;&#039;&#039;+Muzzleglow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the bitmap used t create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Shots:&#039;&#039;&#039;&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of lifetime where beam starts shrinking (0.1 == 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of max width we subtract per second&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
**&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
***Width of the section&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039; (meters)&lt;br /&gt;
**&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
***Texture for the section&lt;br /&gt;
***Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
***Defines the color and transparency of the center of the section&lt;br /&gt;
***Syntax: &#039;&#039;Value Value Value Value&#039;&#039;, (Red, Green, Blue, and Alpha respectively, value from 0 to 255)&lt;br /&gt;
****Example: 255 255 255 255&lt;br /&gt;
**&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
***Defines the color and transparency of the edges of the section&lt;br /&gt;
***Syntax: &#039;&#039;Value Value Value Value&#039;&#039;, (Red, Green, Blue, and Alpha respectively, value from 0 to 255)&lt;br /&gt;
****Example: 150 150 150 10&lt;br /&gt;
**&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
***Defines how much the section flickers&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039;, value from 0 to 1&lt;br /&gt;
**&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
***Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be.&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039;&lt;/div&gt;</summary>
		<author><name>84.248.195.235</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=698</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=698"/>
		<updated>2005-11-12T05:50:53Z</updated>

		<summary type="html">&lt;p&gt;84.248.195.235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Made following the older guide (originally written by GE) by Wanderer&lt;br /&gt;
&lt;br /&gt;
==Retail FS2 Table Options==&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&lt;br /&gt;
*Syntax: &#039;&#039;name&#039;&#039;,&lt;br /&gt;
**Example: Ulysses&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;name&#039;&#039;,&lt;br /&gt;
**Example: TFight&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*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&lt;br /&gt;
*Syntax: &#039;&#039;Terran&#039;&#039;, &#039;&#039;Shivan&#039;&#039; or &#039;&#039;Vasudan&#039;&#039;&lt;br /&gt;
**Example: Terran&lt;br /&gt;
&lt;br /&gt;
===Technical description===&lt;br /&gt;
List of discriptive terms for techroom and ship selection screens&lt;br /&gt;
&lt;br /&gt;
   +Type:                     XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:          XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   +Armor:                    XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   +Manufacturer:             XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   +Description:              XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
&lt;br /&gt;
   +Tech Description:         XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
&lt;br /&gt;
   +Length:                   20 m&lt;br /&gt;
   +Gun Mounts:               4&lt;br /&gt;
   +Missile Banks:            1&lt;br /&gt;
&lt;br /&gt;
===$POF file:===&lt;br /&gt;
*filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;Filename.pof&#039;&#039;&lt;br /&gt;
**Example: fighter01.pof&lt;br /&gt;
&lt;br /&gt;
===$Detail distance:===&lt;br /&gt;
*Definies the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Syntax: &#039;&#039;(Value, Value, ...)&#039;&#039; (distances from the model in meters)&lt;br /&gt;
**Example: (0, 80, 300, 900)&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
*No Dim field field was used in FS1 for ship lights. Nowadays we use glowmaps.&lt;br /&gt;
*Syntax: &amp;quot;Value, Value, Value&#039;&#039; (Red, Green, Blue respectively, value from 0 to 255)&lt;br /&gt;
**Example: 42, 42, 224&lt;br /&gt;
&lt;br /&gt;
===$Show damage:===&lt;br /&gt;
*?????&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*?????&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, usually 1&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, &amp;quot;this has no physics, like Wing Commander.&amp;quot; The more damping, the harder to control, but the more smoothly it moves.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Same thing, but for rotational movement.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity&lt;br /&gt;
*Syntax: &#039;&#039;Value, Value, Value&#039;&#039;, (meters per second) x-axis, y-axis, z-axis&lt;br /&gt;
**Example: 0.0, 0.0, 80.0&lt;br /&gt;
&lt;br /&gt;
===$Rotation time:===&lt;br /&gt;
*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&lt;br /&gt;
*Syntax: &#039;&#039;Value, Value, Value&#039;&#039;, (seconds per 360 degree turn) x-axis, y-axis, z-axis&lt;br /&gt;
**Example: 3.0, 2.6, 5.0&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second) usually zero&lt;br /&gt;
&lt;br /&gt;
===$Forward accel:===&lt;br /&gt;
*Number of seconds needed from full stop to maximum velocity&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
===$Forward decel:===&lt;br /&gt;
*Number of seconds needed from maxumum velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
===$Slide accel: and $Slide decel:===&lt;br /&gt;
*Same for sliding as the $Forward accel: and $Forward decel: for normal movement.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds) for both&lt;br /&gt;
&lt;br /&gt;
===$Expl inner rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
===$Expl outer rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
===$Expl damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage value)&lt;br /&gt;
&lt;br /&gt;
===$Expl blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (blast effect)&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
**Example: ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
**Example: ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
**Example: ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
&lt;br /&gt;
====$Allowed SBanks:&amp;lt;br&amp;gt;====&lt;br /&gt;
====$Allowed Dogfight SBanks:&amp;lt;br&amp;gt;====&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Same for secondary weapons&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
**Example: ( &amp;quot;Harpoon&amp;quot; &amp;quot;Hornet&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;( Value, Value )&#039;&#039;&lt;br /&gt;
**Example: ( 40, 40 )&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strenght&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (total hitpoints in all quadrants together)&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &amp;quot;Value, Value, Value&#039;&#039; (Red, Green, Blue respectively, value from 0 to 255)&lt;br /&gt;
**Example: 100, 100, 255&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*The amount of energy available. The higher the output, the faster your weapons recharge.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (hitpoints)&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See below&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;AI name&#039;&#039;, as defined in AI.tbl&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Max Vel:&#039;&#039;&#039;&lt;br /&gt;
**In same format as in $Max Velocity:&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
*&#039;&#039;&#039;+Aburn For accel:&#039;&#039;&#039;&lt;br /&gt;
**Defined only as the forward acceleration. In same format as $Forward accel:&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Fuel:&#039;&#039;&#039;&lt;br /&gt;
**Amount of afterburner fuel the ship has&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (fuel units)&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Burn Rate:&#039;&#039;&#039;&lt;br /&gt;
**Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (fuel units per second)&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Rec Rate:&#039;&#039;&#039;&lt;br /&gt;
**Rate the fuel is restored.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (fuel units per second)&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Scan time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (milliseconds)&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, identification number of the sound as defined in sounds.tbl&lt;br /&gt;
&lt;br /&gt;
===$Closeup_pos:===&lt;br /&gt;
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, (X, Y and Z values)&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom:===&lt;br /&gt;
*How the model will show at techroom. How far the camera&#039;s zoomed in.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield_icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**Example: shield-f01&lt;br /&gt;
&lt;br /&gt;
===$Ship_icon:===&lt;br /&gt;
*The icon used in ship selection&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**Example: iconfighter01&lt;br /&gt;
&lt;br /&gt;
===$Ship_anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**Example: ssfighter01&lt;br /&gt;
&lt;br /&gt;
===$Ship_overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**Example: loadfighter01&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (points)&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**The position of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, (X, Y, Z values) relative to the centerpoint of the model&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**The width of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**The width of the contrail&#039;s tail&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the contrail&#039;s tail&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the contrail remains&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Spew Time:&#039;&#039;&#039;&lt;br /&gt;
**????&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The image to use for the contrail.&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
***Example: Contrail01&lt;br /&gt;
&lt;br /&gt;
===$Subsystem:===&lt;br /&gt;
*The name of the subsystem as defined in .pof file, % of ship&#039;s total hitpoints the subsystem has and rotation time (360 degrees) for multipart turrets. Note: Assinging zero to the %-hitpoint entry causes the subsystem to be without hitpoints, like fighterbays on some capital ships.&lt;br /&gt;
*Syntax: &#039;&#039;Subsystem name&#039;&#039; , &#039;&#039;Value&#039;&#039;, (% of ships hitpoints) &#039;&#039;Value&#039;&#039;, (seconds per 360 degree turn) subsystem name must be the same as described in model file (.pof).&lt;br /&gt;
**Example: communications, 5, 0.0&lt;br /&gt;
&lt;br /&gt;
====Turret====&lt;br /&gt;
*&#039;&#039;&#039;In addition&#039;&#039;&#039; to the previous entry sll turrets require informtion concerning the weapon mounted to the turret. The entry can be either &#039;&#039;&#039;$Default PBanks&#039;&#039;&#039; for turret primaries (including beams) or &#039;&#039;&#039;$Default SBanks&#039;&#039;&#039; for turret secondaries&lt;br /&gt;
*Syntax: ( &amp;quot;Flag&amp;quot; )&lt;br /&gt;
**Example: ( &amp;quot;Subach HL-7&amp;quot; )&lt;br /&gt;
**Combined example for turret entry:&lt;br /&gt;
***$Subsystem: turret01, 1.0, 1.0&amp;lt;br&amp;gt;$Default PBanks: ( &amp;quot;Terran Turret&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
===Ships.tbl flags===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;player_ship&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;default_player_ship&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;in tech database&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;repair_rearm&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;fighter&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;bomber&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;transport&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;freighter&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;cruiser&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;corvette&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;capital&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;supercap&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;cargo&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;gas miner&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;awacs&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;navbuoy&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;sentrygun&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;drydock&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;escapepod&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;dont collide invisible&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;big damage&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;no_collide&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;knossos&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;no_fred&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==SCP Table Options==&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Location: Same as in retail.&lt;br /&gt;
*Defines species (usually Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon, the support ship, the default IFF, and also FRED color&lt;br /&gt;
*Syntax: &#039;&#039;Name of the species&#039;&#039;, as defined in species_defs.tbl&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
*Location: After $Slide decel:&lt;br /&gt;
*Allows gliding in game&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Warpin speed:===&lt;br /&gt;
*Location: After $Glide (if present) or $Slide decel:&lt;br /&gt;
*Sets the speed at which the ship warps in&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Warpout speed:===&lt;br /&gt;
*Location: After $Warpin speed:&lt;br /&gt;
*Sets the speed at which the ship warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Player warpout speed:===&lt;br /&gt;
*Location: After $Warpout speed:&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, can not be greater than $Max Oclk Speed:&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
*Location: Same as in retail.&lt;br /&gt;
&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*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&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; ) ( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; ) ( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas. REQUIRES FLAG &amp;quot;ballistic primaries&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;( Value, Value )&#039;&#039;, usually all primary bank capacities are 1.&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
*Location: Same as in retail.&lt;br /&gt;
&lt;br /&gt;
====$Allowed SBanks:&amp;gt;====&lt;br /&gt;
*Same for secondary weapons&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; ) ( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; ) ( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Same for secondary weapons&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;( Value, Value )&#039;&#039;&lt;br /&gt;
**Example: ( 40, 40 )&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
*Repair rates for hull at percent per second (default 0.0)&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, % of hitpoints repaired per second&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
*Repair rates for sybsystems percent per second (default 0.2)&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, % of hitpoints repaired per second&lt;br /&gt;
&lt;br /&gt;
===$Armor Type===&lt;br /&gt;
*Location: Right after the $Hitpoinrs:&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;Armor name&#039;&#039;, as defined in armor.tbl&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Location: Same as in retail&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Max Vel:&#039;&#039;&#039;&lt;br /&gt;
**In same format as in $Max Velocity:&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
*&#039;&#039;&#039;+Aburn For accel:&#039;&#039;&#039;&lt;br /&gt;
**Defined only as the forward acceleration. In same format as $Forward accel:&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Fuel:&#039;&#039;&#039;&lt;br /&gt;
**Amount of afterburner fuel the ship has&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (fuel units)&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Burn Rate:&#039;&#039;&#039;&lt;br /&gt;
**Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (fuel units per second)&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Rec Rate:&#039;&#039;&#039;&lt;br /&gt;
**Rate the fuel is restored.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (fuel units per second)&lt;br /&gt;
*&#039;&#039;&#039;$Trails:&#039;&#039;&#039;&lt;br /&gt;
**Allows afterburner trails to be used&lt;br /&gt;
**&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
***Texture used to draw the afterburner trail&lt;br /&gt;
***Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
***Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039;, (in meters)&lt;br /&gt;
**&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
***Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
***How long the trail will last&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039;, (in seconds)&lt;br /&gt;
&lt;br /&gt;
===$Shield_icon:===&lt;br /&gt;
*Location: Same as in retail&lt;br /&gt;
*This .ani file must be at data/hud. Hud.tbl no longer needs to be altered.&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**Example: shield-f01&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to three can be defined&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;, of ani file used&lt;br /&gt;
***Example: Exp04&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (in meters)&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (in meters)&lt;br /&gt;
*&#039;&#039;&#039;$Min created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created per second&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (per second)&lt;br /&gt;
*&#039;&#039;&#039;$Max created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created per second&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (per second)&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomnes or particle generation, valus 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 enen to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (per second)&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
*Defines the alternative particle afterburners (requires at least 1 particle thruster)&lt;br /&gt;
*&#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thruster afterburners, up to three can be defined&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;, of ani file used&lt;br /&gt;
***Example: Exp04&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (in meters)&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (in meters)&lt;br /&gt;
*&#039;&#039;&#039;$Min created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created per second&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (per second)&lt;br /&gt;
*&#039;&#039;&#039;$Max created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created per second&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (per second)&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomnes or particle generation, valus 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 enen to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (per second)&lt;br /&gt;
&lt;br /&gt;
===Ships.tbl flags===&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;/div&gt;</summary>
		<author><name>84.248.195.235</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=664</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=664"/>
		<updated>2005-11-12T05:49:16Z</updated>

		<summary type="html">&lt;p&gt;84.248.195.235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Made following the older guide (originally written by GE) by Wanderer&lt;br /&gt;
&lt;br /&gt;
==Retail FS2 Table Options==&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&lt;br /&gt;
*Syntax: &#039;&#039;name&#039;&#039;,&lt;br /&gt;
**Example: Ulysses&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;name&#039;&#039;,&lt;br /&gt;
**Example: TFight&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*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&lt;br /&gt;
*Syntax: &#039;&#039;Terran&#039;&#039;, &#039;&#039;Shivan&#039;&#039; or &#039;&#039;Vasudan&#039;&#039;&lt;br /&gt;
**Example: Terran&lt;br /&gt;
&lt;br /&gt;
===Technical description===&lt;br /&gt;
List of discriptive terms for techroom and ship selection screens&lt;br /&gt;
&lt;br /&gt;
   +Type:                     XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:          XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   +Armor:                    XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   +Manufacturer:             XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   +Description:              XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
&lt;br /&gt;
   +Tech Description:         XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
&lt;br /&gt;
   +Length:                   20 m&lt;br /&gt;
   +Gun Mounts:               4&lt;br /&gt;
   +Missile Banks:            1&lt;br /&gt;
&lt;br /&gt;
===$POF file:===&lt;br /&gt;
*filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;Filename.pof&#039;&#039;&lt;br /&gt;
**Example: fighter01.pof&lt;br /&gt;
&lt;br /&gt;
===$Detail distance:===&lt;br /&gt;
*Definies the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Syntax: &#039;&#039;(Value, Value, ...)&#039;&#039; (distances from the model in meters)&lt;br /&gt;
**Example: (0, 80, 300, 900)&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
*No Dim field field was used in FS1 for ship lights. Nowadays we use glowmaps.&lt;br /&gt;
*Syntax: &amp;quot;Value, Value, Value&#039;&#039; (Red, Green, Blue respectively, value from 0 to 255)&lt;br /&gt;
**Example: 42, 42, 224&lt;br /&gt;
&lt;br /&gt;
===$Show damage:===&lt;br /&gt;
*?????&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*?????&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, usually 1&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, &amp;quot;this has no physics, like Wing Commander.&amp;quot; The more damping, the harder to control, but the more smoothly it moves.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Same thing, but for rotational movement.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity&lt;br /&gt;
*Syntax: &#039;&#039;Value, Value, Value&#039;&#039;, (meters per second) x-axis, y-axis, z-axis&lt;br /&gt;
**Example: 0.0, 0.0, 80.0&lt;br /&gt;
&lt;br /&gt;
===$Rotation time:===&lt;br /&gt;
*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&lt;br /&gt;
*Syntax: &#039;&#039;Value, Value, Value&#039;&#039;, (seconds per 360 degree turn) x-axis, y-axis, z-axis&lt;br /&gt;
**Example: 3.0, 2.6, 5.0&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second) usually zero&lt;br /&gt;
&lt;br /&gt;
===$Forward accel:===&lt;br /&gt;
*Number of seconds needed from full stop to maximum velocity&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
===$Forward decel:===&lt;br /&gt;
*Number of seconds needed from maxumum velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
===$Slide accel: and $Slide decel:===&lt;br /&gt;
*Same for sliding as the $Forward accel: and $Forward decel: for normal movement.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds) for both&lt;br /&gt;
&lt;br /&gt;
===$Expl inner rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
===$Expl outer rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
===$Expl damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage value)&lt;br /&gt;
&lt;br /&gt;
===$Expl blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (blast effect)&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
**Example: ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
**Example: ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
**Example: ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
&lt;br /&gt;
====$Allowed SBanks:&amp;lt;br&amp;gt;====&lt;br /&gt;
====$Allowed Dogfight SBanks:&amp;lt;br&amp;gt;====&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Same for secondary weapons&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
**Example: ( &amp;quot;Harpoon&amp;quot; &amp;quot;Hornet&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;( Value, Value )&#039;&#039;&lt;br /&gt;
**Example: ( 40, 40 )&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strenght&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (total hitpoints in all quadrants together)&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &amp;quot;Value, Value, Value&#039;&#039; (Red, Green, Blue respectively, value from 0 to 255)&lt;br /&gt;
**Example: 100, 100, 255&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*The amount of energy available. The higher the output, the faster your weapons recharge.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (hitpoints)&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See below&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;AI name&#039;&#039;, as defined in AI.tbl&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Max Vel:&#039;&#039;&#039;&lt;br /&gt;
**In same format as in $Max Velocity:&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
*&#039;&#039;&#039;+Aburn For accel:&#039;&#039;&#039;&lt;br /&gt;
**Defined only as the forward acceleration. In same format as $Forward accel:&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Fuel:&#039;&#039;&#039;&lt;br /&gt;
**Amount of afterburner fuel the ship has&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (fuel units)&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Burn Rate:&#039;&#039;&#039;&lt;br /&gt;
**Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (fuel units per second)&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Rec Rate:&#039;&#039;&#039;&lt;br /&gt;
**Rate the fuel is restored.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (fuel units per second)&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Scan time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (milliseconds)&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, identification number of the sound as defined in sounds.tbl&lt;br /&gt;
&lt;br /&gt;
===$Closeup_pos:===&lt;br /&gt;
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, (X, Y and Z values)&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom:===&lt;br /&gt;
*How the model will show at techroom. How far the camera&#039;s zoomed in.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield_icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**Example: shield-f01&lt;br /&gt;
&lt;br /&gt;
===$Ship_icon:===&lt;br /&gt;
*The icon used in ship selection&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**Example: iconfighter01&lt;br /&gt;
&lt;br /&gt;
===$Ship_anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**Example: ssfighter01&lt;br /&gt;
&lt;br /&gt;
===$Ship_overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**Example: loadfighter01&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (points)&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**The position of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, (X, Y, Z values) relative to the centerpoint of the model&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**The width of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**The width of the contrail&#039;s tail&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the contrail&#039;s tail&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the contrail remains&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Spew Time:&#039;&#039;&#039;&lt;br /&gt;
**????&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The image to use for the contrail.&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
***Example: Contrail01&lt;br /&gt;
&lt;br /&gt;
===$Subsystem:===&lt;br /&gt;
*The name of the subsystem as defined in .pof file, % of ship&#039;s total hitpoints the subsystem has and rotation time (360 degrees) for multipart turrets. Note: Assinging zero to the %-hitpoint entry causes the subsystem to be without hitpoints, like fighterbays on some capital ships.&lt;br /&gt;
*Syntax: &#039;&#039;Subsystem name&#039;&#039; , &#039;&#039;Value&#039;&#039;, (% of ships hitpoints) &#039;&#039;Value&#039;&#039;, (seconds per 360 degree turn) subsystem name must be the same as described in model file (.pof).&lt;br /&gt;
**Example: communications, 5, 0.0&lt;br /&gt;
&lt;br /&gt;
====Turret====&lt;br /&gt;
*&#039;&#039;&#039;In addition&#039;&#039;&#039; to the previous entry sll turrets require informtion concerning the weapon mounted to the turret. The entry can be either &#039;&#039;&#039;$Default PBanks&#039;&#039;&#039; for turret primaries (including beams) or &#039;&#039;&#039;$Default SBanks&#039;&#039;&#039; for turret secondaries&lt;br /&gt;
*Syntax: ( &amp;quot;Flag&amp;quot; )&lt;br /&gt;
**Example: ( &amp;quot;Subach HL-7&amp;quot; )&lt;br /&gt;
**Combined example for turret entry:&lt;br /&gt;
***$Subsystem: turret01, 1.0, 1.0&amp;lt;br&amp;gt;$Default PBanks: ( &amp;quot;Terran Turret&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
===Ships.tbl flags===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;player_ship&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;default_player_ship&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;in tech database&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;repair_rearm&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;fighter&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;bomber&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;transport&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;freighter&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;cruiser&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;corvette&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;capital&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;supercap&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;cargo&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;gas miner&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;awacs&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;navbuoy&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;sentrygun&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;drydock&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;escapepod&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;dont collide invisible&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;big damage&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;no_collide&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;knossos&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;no_fred&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==SCP Table Options==&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Location: Same as in retail.&lt;br /&gt;
*Defines species (usually Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon, the support ship, the default IFF, and also FRED color&lt;br /&gt;
*Syntax: &#039;&#039;Name of the species&#039;&#039;, as defined in species_defs.tbl&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
*Location: After $Slide decel:&lt;br /&gt;
*Allows gliding in game&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Warpin speed:===&lt;br /&gt;
*Location: After $Glide (if present) or $Slide decel:&lt;br /&gt;
*Sets the speed at which the ship warps in&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Warpout speed:===&lt;br /&gt;
*Location: After $Warpin speed:&lt;br /&gt;
*Sets the speed at which the ship warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Player warpout speed:===&lt;br /&gt;
*Location: After $Warpout speed:&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, can not be greater than $Max Oclk Speed:&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
*Location: Same as in retail.&lt;br /&gt;
&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*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&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; ) ( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; ) ( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas. REQUIRES FLAG &amp;quot;ballistic primaries&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;( Value, Value )&#039;&#039;, usually all primary bank capacities are 1.&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
*Location: Same as in retail.&lt;br /&gt;
&lt;br /&gt;
====$Allowed SBanks:&amp;gt;====&lt;br /&gt;
*Same for secondary weapons&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; ) ( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; ) ( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Same for secondary weapons&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;( Value, Value )&#039;&#039;&lt;br /&gt;
**Example: ( 40, 40 )&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
*Repair rates at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, % of ships hitpoints repaired per second&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
*Repair rates at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, % of ships hitpoints repaired per second&lt;br /&gt;
&lt;br /&gt;
===$Armor Type===&lt;br /&gt;
*Location: Right after the $Hitpoinrs:&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;Armor name&#039;&#039;, as defined in armor.tbl&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Location: Same as in retail&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Max Vel:&#039;&#039;&#039;&lt;br /&gt;
**In same format as in $Max Velocity:&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
*&#039;&#039;&#039;+Aburn For accel:&#039;&#039;&#039;&lt;br /&gt;
**Defined only as the forward acceleration. In same format as $Forward accel:&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Fuel:&#039;&#039;&#039;&lt;br /&gt;
**Amount of afterburner fuel the ship has&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (fuel units)&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Burn Rate:&#039;&#039;&#039;&lt;br /&gt;
**Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (fuel units per second)&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Rec Rate:&#039;&#039;&#039;&lt;br /&gt;
**Rate the fuel is restored.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (fuel units per second)&lt;br /&gt;
*&#039;&#039;&#039;$Trails:&#039;&#039;&#039;&lt;br /&gt;
**Allows afterburner trails to be used&lt;br /&gt;
**&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
***Texture used to draw the afterburner trail&lt;br /&gt;
***Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
***Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039;, (in meters)&lt;br /&gt;
**&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
***Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
***How long the trail will last&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039;, (in seconds)&lt;br /&gt;
&lt;br /&gt;
===$Shield_icon:===&lt;br /&gt;
*Location: Same as in retail&lt;br /&gt;
*This .ani file must be at data/hud. Hud.tbl no longer needs to be altered.&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**Example: shield-f01&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to three can be defined&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;, of ani file used&lt;br /&gt;
***Example: Exp04&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (in meters)&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (in meters)&lt;br /&gt;
*&#039;&#039;&#039;$Min created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created per second&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (per second)&lt;br /&gt;
*&#039;&#039;&#039;$Max created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created per second&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (per second)&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomnes or particle generation, valus 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 enen to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (per second)&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
*Defines the alternative particle afterburners (requires at least 1 particle thruster)&lt;br /&gt;
*&#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thruster afterburners, up to three can be defined&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;, of ani file used&lt;br /&gt;
***Example: Exp04&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (in meters)&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (in meters)&lt;br /&gt;
*&#039;&#039;&#039;$Min created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created per second&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (per second)&lt;br /&gt;
*&#039;&#039;&#039;$Max created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created per second&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (per second)&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomnes or particle generation, valus 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 enen to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (per second)&lt;br /&gt;
&lt;br /&gt;
===Ships.tbl flags===&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;/div&gt;</summary>
		<author><name>84.248.195.235</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=663</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=663"/>
		<updated>2005-11-12T05:46:31Z</updated>

		<summary type="html">&lt;p&gt;84.248.195.235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Made following the older guide (originally written by GE) by Wanderer&lt;br /&gt;
&lt;br /&gt;
==Retail FS2 Table Options==&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&lt;br /&gt;
*Syntax: &#039;&#039;name&#039;&#039;,&lt;br /&gt;
**Example: Ulysses&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;name&#039;&#039;,&lt;br /&gt;
**Example: TFight&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*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&lt;br /&gt;
*Syntax: &#039;&#039;Terran&#039;&#039;, &#039;&#039;Shivan&#039;&#039; or &#039;&#039;Vasudan&#039;&#039;&lt;br /&gt;
**Example: Terran&lt;br /&gt;
&lt;br /&gt;
===Technical description===&lt;br /&gt;
List of discriptive terms for techroom and ship selection screens&lt;br /&gt;
&lt;br /&gt;
   +Type:                     XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:          XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   +Armor:                    XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   +Manufacturer:             XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   +Description:              XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
&lt;br /&gt;
   +Tech Description:         XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
&lt;br /&gt;
   +Length:                   20 m&lt;br /&gt;
   +Gun Mounts:               4&lt;br /&gt;
   +Missile Banks:            1&lt;br /&gt;
&lt;br /&gt;
===$POF file:===&lt;br /&gt;
*filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;Filename.pof&#039;&#039;&lt;br /&gt;
**Example: fighter01.pof&lt;br /&gt;
&lt;br /&gt;
===$Detail distance:===&lt;br /&gt;
*Definies the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Syntax: &#039;&#039;(Value, Value, ...)&#039;&#039; (distances from the model in meters)&lt;br /&gt;
**Example: (0, 80, 300, 900)&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
*No Dim field field was used in FS1 for ship lights. Nowadays we use glowmaps.&lt;br /&gt;
*Syntax: &amp;quot;Value, Value, Value&#039;&#039; (Red, Green, Blue respectively, value from 0 to 255)&lt;br /&gt;
**Example: 42, 42, 224&lt;br /&gt;
&lt;br /&gt;
===$Show damage:===&lt;br /&gt;
*?????&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*?????&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, usually 1&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, &amp;quot;this has no physics, like Wing Commander.&amp;quot; The more damping, the harder to control, but the more smoothly it moves.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Same thing, but for rotational movement.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity&lt;br /&gt;
*Syntax: &#039;&#039;Value, Value, Value&#039;&#039;, (meters per second) x-axis, y-axis, z-axis&lt;br /&gt;
**Example: 0.0, 0.0, 80.0&lt;br /&gt;
&lt;br /&gt;
===$Rotation time:===&lt;br /&gt;
*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&lt;br /&gt;
*Syntax: &#039;&#039;Value, Value, Value&#039;&#039;, (seconds per 360 degree turn) x-axis, y-axis, z-axis&lt;br /&gt;
**Example: 3.0, 2.6, 5.0&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second) usually zero&lt;br /&gt;
&lt;br /&gt;
===$Forward accel:===&lt;br /&gt;
*Number of seconds needed from full stop to maximum velocity&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
===$Forward decel:===&lt;br /&gt;
*Number of seconds needed from maxumum velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
===$Slide accel: and $Slide decel:===&lt;br /&gt;
*Same for sliding as the $Forward accel: and $Forward decel: for normal movement.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds) for both&lt;br /&gt;
&lt;br /&gt;
===$Expl inner rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
===$Expl outer rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
===$Expl damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage value)&lt;br /&gt;
&lt;br /&gt;
===$Expl blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (blast effect)&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
**Example: ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
**Example: ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
**Example: ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
&lt;br /&gt;
====$Allowed SBanks:&amp;lt;br&amp;gt;====&lt;br /&gt;
====$Allowed Dogfight SBanks:&amp;lt;br&amp;gt;====&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Same for secondary weapons&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
**Example: ( &amp;quot;Harpoon&amp;quot; &amp;quot;Hornet&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;( Value, Value )&#039;&#039;&lt;br /&gt;
**Example: ( 40, 40 )&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strenght&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (total hitpoints in all quadrants together)&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &amp;quot;Value, Value, Value&#039;&#039; (Red, Green, Blue respectively, value from 0 to 255)&lt;br /&gt;
**Example: 100, 100, 255&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*The amount of energy available. The higher the output, the faster your weapons recharge.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (hitpoints)&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See below&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;AI name&#039;&#039;, as defined in AI.tbl&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Max Vel:&#039;&#039;&#039;&lt;br /&gt;
**In same format as in $Max Velocity:&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
*&#039;&#039;&#039;+Aburn For accel:&#039;&#039;&#039;&lt;br /&gt;
**Defined only as the forward acceleration. In same format as $Forward accel:&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Fuel:&#039;&#039;&#039;&lt;br /&gt;
**Amount of afterburner fuel the ship has&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (fuel units)&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Burn Rate:&#039;&#039;&#039;&lt;br /&gt;
**Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (fuel units per second)&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Rec Rate:&#039;&#039;&#039;&lt;br /&gt;
**Rate the fuel is restored.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (fuel units per second)&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Scan time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (milliseconds)&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, identification number of the sound as defined in sounds.tbl&lt;br /&gt;
&lt;br /&gt;
===$Closeup_pos:===&lt;br /&gt;
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, (X, Y and Z values)&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom:===&lt;br /&gt;
*How the model will show at techroom. How far the camera&#039;s zoomed in.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield_icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**Example: shield-f01&lt;br /&gt;
&lt;br /&gt;
===$Ship_icon:===&lt;br /&gt;
*The icon used in ship selection&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**Example: iconfighter01&lt;br /&gt;
&lt;br /&gt;
===$Ship_anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**Example: ssfighter01&lt;br /&gt;
&lt;br /&gt;
===$Ship_overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**Example: loadfighter01&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (points)&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**The position of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, (X, Y, Z values) relative to the centerpoint of the model&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**The width of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**The width of the contrail&#039;s tail&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the contrail&#039;s tail&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the contrail remains&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Spew Time:&#039;&#039;&#039;&lt;br /&gt;
**????&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The image to use for the contrail.&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
***Example: Contrail01&lt;br /&gt;
&lt;br /&gt;
===$Subsystem:===&lt;br /&gt;
*The name of the subsystem as defined in .pof file, % of ship&#039;s total hitpoints the subsystem has and rotation time (360 degrees) for multipart turrets. Note: Assinging zero to the %-hitpoint entry causes the subsystem to be without hitpoints, like fighterbays on some capital ships.&lt;br /&gt;
*Syntax: &#039;&#039;Subsystem name&#039;&#039; , &#039;&#039;Value&#039;&#039;, (% of ships hitpoints) &#039;&#039;Value&#039;&#039;, (seconds per 360 degree turn) subsystem name must be the same as described in model file (.pof).&lt;br /&gt;
**Example: communications, 5, 0.0&lt;br /&gt;
&lt;br /&gt;
====Turret====&lt;br /&gt;
*&#039;&#039;&#039;In addition&#039;&#039;&#039; to the previous entry sll turrets require informtion concerning the weapon mounted to the turret. The entry can be either &#039;&#039;&#039;$Default PBanks&#039;&#039;&#039; for turret primaries (including beams) or &#039;&#039;&#039;$Default SBanks&#039;&#039;&#039; for turret secondaries&lt;br /&gt;
*Syntax: ( &amp;quot;Flag&amp;quot; )&lt;br /&gt;
**Example: ( &amp;quot;Subach HL-7&amp;quot; )&lt;br /&gt;
**Combined example for turret entry:&lt;br /&gt;
***$Subsystem: turret01, 1.0, 1.0&amp;lt;br&amp;gt;$Default PBanks: ( &amp;quot;Terran Turret&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
===Ships.tbl flags===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;player_ship&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;default_player_ship&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;in tech database&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;repair_rearm&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;fighter&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;bomber&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;transport&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;freighter&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;cruiser&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;corvette&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;capital&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;supercap&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;cargo&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;gas miner&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;awacs&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;navbuoy&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;sentrygun&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;drydock&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;escapepod&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;dont collide invisible&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;big damage&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;no_collide&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;knossos&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;no_fred&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==SCP Table Options==&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Location: Same as in retail.&lt;br /&gt;
*Defines species (usually Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon, the support ship, the default IFF, and also FRED color&lt;br /&gt;
*Syntax: &#039;&#039;Name of the species&#039;&#039;, as defined in species_defs.tbl&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
*Location: After $Slide decel:&lt;br /&gt;
*Allows gliding in game&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Warpin speed:===&lt;br /&gt;
*Location: After $Glide (if present) or $Slide decel:&lt;br /&gt;
*Sets the speed at which the ship warps in&lt;br /&gt;
*Syntax: &#039;&#039;Numerical value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Warpout speed:===&lt;br /&gt;
*Location: After $Warpin speed:&lt;br /&gt;
*Sets the speed at which the ship warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;Numerical value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Player warpout speed:===&lt;br /&gt;
*Location: After $Warpout speed:&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;Numerical value; can not be greater than Max Oclk Speed&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
*Location: Same as in retail.&lt;br /&gt;
&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*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&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; ) ( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; ) ( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas. REQUIRES FLAG &amp;quot;ballistic primaries&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;( Value, Value )&#039;&#039;, usually all primary bank capacities are 1.&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
*Location: Same as in retail.&lt;br /&gt;
&lt;br /&gt;
====$Allowed SBanks:&amp;gt;====&lt;br /&gt;
*Same for secondary weapons&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; ) ( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; ) ( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Same for secondary weapons&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;( Value, Value )&#039;&#039;&lt;br /&gt;
**Example: ( 40, 40 )&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
*Repair rates at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, % of ships hitpoints repaired per second&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
*Repair rates at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, % of ships hitpoints repaired per second&lt;br /&gt;
&lt;br /&gt;
===$Armor Type===&lt;br /&gt;
*Location: Right after the $Hitpoinrs:&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;Armor name&#039;&#039;, as defined in armor.tbl&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Location: Same as in retail&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Max Vel:&#039;&#039;&#039;&lt;br /&gt;
**In same format as in $Max Velocity:&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
*&#039;&#039;&#039;+Aburn For accel:&#039;&#039;&#039;&lt;br /&gt;
**Defined only as the forward acceleration. In same format as $Forward accel:&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Fuel:&#039;&#039;&#039;&lt;br /&gt;
**Amount of afterburner fuel the ship has&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (fuel units)&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Burn Rate:&#039;&#039;&#039;&lt;br /&gt;
**Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (fuel units per second)&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Rec Rate:&#039;&#039;&#039;&lt;br /&gt;
**Rate the fuel is restored.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (fuel units per second)&lt;br /&gt;
*&#039;&#039;&#039;$Trails:&#039;&#039;&#039;&lt;br /&gt;
**Allows afterburner trails to be used&lt;br /&gt;
**&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
***Texture used to draw the afterburner trail&lt;br /&gt;
***Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
***Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039;, (in meters)&lt;br /&gt;
**&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
***Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
***How long the trail will last&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039;, (in seconds)&lt;br /&gt;
&lt;br /&gt;
===$Shield_icon:===&lt;br /&gt;
*Location: Same as in retail&lt;br /&gt;
*This .ani file must be at data/hud. Hud.tbl no longer needs to be altered.&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**Example: shield-f01&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to three can be defined&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;, of ani file used&lt;br /&gt;
***Example: Exp04&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (in meters)&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (in meters)&lt;br /&gt;
*&#039;&#039;&#039;$Min created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created per second&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (per second)&lt;br /&gt;
*&#039;&#039;&#039;$Max created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created per second&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (per second)&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomnes or particle generation, valus 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 enen to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (per second)&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
*Defines the alternative particle afterburners (requires at least 1 particle thruster)&lt;br /&gt;
*&#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thruster afterburners, up to three can be defined&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;, of ani file used&lt;br /&gt;
***Example: Exp04&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (in meters)&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (in meters)&lt;br /&gt;
*&#039;&#039;&#039;$Min created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created per second&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (per second)&lt;br /&gt;
*&#039;&#039;&#039;$Max created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created per second&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (per second)&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomnes or particle generation, valus 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 enen to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (per second)&lt;br /&gt;
&lt;br /&gt;
===Ships.tbl flags===&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;/div&gt;</summary>
		<author><name>84.248.195.235</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=662</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=662"/>
		<updated>2005-11-11T21:48:58Z</updated>

		<summary type="html">&lt;p&gt;84.248.195.235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Made following the older guide (originally written by GE) by Wanderer&lt;br /&gt;
&lt;br /&gt;
==Retail FS2 Table Options==&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&lt;br /&gt;
*Syntax: &#039;&#039;name&#039;&#039;,&lt;br /&gt;
**Example: Ulysses&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;name&#039;&#039;,&lt;br /&gt;
**Example: TFight&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*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&lt;br /&gt;
*Syntax: &#039;&#039;Terran&#039;&#039;, &#039;&#039;Shivan&#039;&#039; or &#039;&#039;Vasudan&#039;&#039;&lt;br /&gt;
**Example: Terran&lt;br /&gt;
&lt;br /&gt;
===Technical description===&lt;br /&gt;
List of discriptive terms for techroom and ship selection screens&lt;br /&gt;
&lt;br /&gt;
   +Type:                     XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:          XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   +Armor:                    XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   +Manufacturer:             XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   +Description:              XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
&lt;br /&gt;
   +Tech Description:         XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
&lt;br /&gt;
   +Length:                   20 m&lt;br /&gt;
   +Gun Mounts:               4&lt;br /&gt;
   +Missile Banks:            1&lt;br /&gt;
&lt;br /&gt;
===$POF file:===&lt;br /&gt;
*filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;Filename.pof&#039;&#039;&lt;br /&gt;
**Example: fighter01.pof&lt;br /&gt;
&lt;br /&gt;
===$Detail distance:===&lt;br /&gt;
*Definies the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Syntax: &#039;&#039;(Value, Value, ...)&#039;&#039; (distances from the model in meters)&lt;br /&gt;
**Example: (0, 80, 300, 900)&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
*No Dim field field was used in FS1 for ship lights. Nowadays we use glowmaps.&lt;br /&gt;
*Syntax: &amp;quot;Value, Value, Value&#039;&#039; (Red, Green, Blue respectively, value from 0 to 255)&lt;br /&gt;
**Example: 42, 42, 224&lt;br /&gt;
&lt;br /&gt;
===$Show damage:===&lt;br /&gt;
*?????&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*?????&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, usually 1&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, &amp;quot;this has no physics, like Wing Commander.&amp;quot; The more damping, the harder to control, but the more smoothly it moves.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Same thing, but for rotational movement.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity&lt;br /&gt;
*Syntax: &#039;&#039;Value, Value, Value&#039;&#039;, (meters per second) x-axis, y-axis, z-axis&lt;br /&gt;
**Example: 0.0, 0.0, 80.0&lt;br /&gt;
&lt;br /&gt;
===$Rotation time:===&lt;br /&gt;
*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&lt;br /&gt;
*Syntax: &#039;&#039;Value, Value, Value&#039;&#039;, (seconds per 360 degree turn) x-axis, y-axis, z-axis&lt;br /&gt;
**Example: 3.0, 2.6, 5.0&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second) usually zero&lt;br /&gt;
&lt;br /&gt;
===$Forward accel:===&lt;br /&gt;
*Number of seconds needed from full stop to maximum velocity&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
===$Forward decel:===&lt;br /&gt;
*Number of seconds needed from maxumum velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
===$Slide accel: and $Slide decel:===&lt;br /&gt;
*Same for sliding as the $Forward accel: and $Forward decel: for normal movement.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds) for both&lt;br /&gt;
&lt;br /&gt;
===$Expl inner rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
===$Expl outer rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
===$Expl damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage value)&lt;br /&gt;
&lt;br /&gt;
===$Expl blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (blast effect)&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
**Example: ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
**Example: ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
**Example: ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
&lt;br /&gt;
====$Allowed SBanks:&amp;lt;br&amp;gt;====&lt;br /&gt;
====$Allowed Dogfight SBanks:&amp;lt;br&amp;gt;====&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Same for secondary weapons&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
**Example: ( &amp;quot;Harpoon&amp;quot; &amp;quot;Hornet&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;( Value, Value )&#039;&#039;&lt;br /&gt;
**Example: ( 40, 40 )&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strenght&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (total hitpoints in all quadrants together)&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &amp;quot;Value, Value, Value&#039;&#039; (Red, Green, Blue respectively, value from 0 to 255)&lt;br /&gt;
**Example: 100, 100, 255&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*The amount of energy available. The higher the output, the faster your weapons recharge.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (hitpoints)&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See below&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*&#039;&#039;AI name; as defined in AI.tbl&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
====+Aburn Max Vel:====&lt;br /&gt;
*In same format as in $Max Velocity:&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
====+Aburn For accel:====&lt;br /&gt;
*Defined only as the forward acceleration. In same format as $Forward accel:&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
====+Aburn Fuel:====&lt;br /&gt;
*Amount of afterburner fuel the ship has&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039; (fuel units)&lt;br /&gt;
====+Aburn Burn Rate:====&lt;br /&gt;
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039; (fuel units per second)&lt;br /&gt;
====+Aburn Rec Rate:====&lt;br /&gt;
*Rate the fuel is restored.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039; (fuel units per second)&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Scan time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (milliseconds)&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, identification number of the sound as defined in sounds.tbl&lt;br /&gt;
&lt;br /&gt;
===$Closeup_pos:===&lt;br /&gt;
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, (X, Y and Z values)&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom:===&lt;br /&gt;
*How the model will show at techroom. How far the camera&#039;s zoomed in.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield_icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**Example: shield-f01&lt;br /&gt;
&lt;br /&gt;
===$Ship_icon:===&lt;br /&gt;
*The icon used in ship selection&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**Example: iconfighter01&lt;br /&gt;
&lt;br /&gt;
===$Ship_anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**Example: ssfighter01&lt;br /&gt;
&lt;br /&gt;
===$Ship_overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**Example: loadfighter01&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (points)&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
====+Offset:====&lt;br /&gt;
*The position of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, (X, Y, Z values) relative to the centerpoint of the model&lt;br /&gt;
====+Start Width:====&lt;br /&gt;
*The width of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
====+End Width:====&lt;br /&gt;
*The width of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
====+Start Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+End Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+Max Life:====&lt;br /&gt;
*How long the contrail remains&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
====+Spew Time:====&lt;br /&gt;
*????&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
*The image to use for the contrail.&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**Example: Contrail01&lt;br /&gt;
&lt;br /&gt;
===$Subsystem:===&lt;br /&gt;
*The name of the subsystem as defined in .pof file, % of ship&#039;s total hitpoints the subsystem has and rotation time (360 degrees) for multipart turrets. Note: Assinging zero to the %-hitpoint entry causes the subsystem to be without hitpoints, like fighterbays on some capital ships.&lt;br /&gt;
*Syntax: &#039;&#039;Subsystem name&#039;&#039; , &#039;&#039;Value&#039;&#039;, (% of ships hitpoints) &#039;&#039;Value&#039;&#039;, (seconds per 360 degree turn) subsystem name must be the same as described in model file (.pof).&lt;br /&gt;
**Example: communications, 5, 0.0&lt;br /&gt;
&lt;br /&gt;
====Turret====&lt;br /&gt;
*&#039;&#039;&#039;In addition&#039;&#039;&#039; to the previous entry sll turrets require informtion concerning the weapon mounted to the turret. The entry can be either &#039;&#039;&#039;$Default PBanks&#039;&#039;&#039; for turret primaries (including beams) or &#039;&#039;&#039;$Default SBanks&#039;&#039;&#039; for turret secondaries&lt;br /&gt;
*Syntax: ( &amp;quot;Flag&amp;quot; )&lt;br /&gt;
**Example: ( &amp;quot;Subach HL-7&amp;quot; )&lt;br /&gt;
**Combined example for turret entry:&lt;br /&gt;
***$Subsystem: turret01, 1.0, 1.0&amp;lt;br&amp;gt;$Default PBanks: ( &amp;quot;Terran Turret&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
===Ships.tbl flags===&lt;/div&gt;</summary>
		<author><name>84.248.195.235</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=661</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=661"/>
		<updated>2005-11-11T21:44:51Z</updated>

		<summary type="html">&lt;p&gt;84.248.195.235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Made following the older guide (originally written by GE) by Wanderer&lt;br /&gt;
&lt;br /&gt;
==Retail FS2 Table Options==&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&lt;br /&gt;
*Syntax: &#039;&#039;name&#039;&#039;,&lt;br /&gt;
**Example: Ulysses&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;name&#039;&#039;,&lt;br /&gt;
**Example: TFight&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*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&lt;br /&gt;
*Syntax: &#039;&#039;Terran&#039;&#039;, &#039;&#039;Shivan&#039;&#039; or &#039;&#039;Vasudan&#039;&#039;&lt;br /&gt;
**Example: Terran&lt;br /&gt;
&lt;br /&gt;
===Technical description===&lt;br /&gt;
List of discriptive terms for techroom and ship selection screens&lt;br /&gt;
&lt;br /&gt;
   +Type:                     XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:          XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   +Armor:                    XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   +Manufacturer:             XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   +Description:              XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
&lt;br /&gt;
   +Tech Description:         XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
&lt;br /&gt;
   +Length:                   20 m&lt;br /&gt;
   +Gun Mounts:               4&lt;br /&gt;
   +Missile Banks:            1&lt;br /&gt;
&lt;br /&gt;
===$POF file:===&lt;br /&gt;
*filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;Filename.pof&#039;&#039;&lt;br /&gt;
**Example: fighter01.pof&lt;br /&gt;
&lt;br /&gt;
===$Detail distance:===&lt;br /&gt;
*Definies the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Syntax: &#039;&#039;(Value, Value, ...)&#039;&#039; (distances from the model in meters)&lt;br /&gt;
**Example: (0, 80, 300, 900)&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
*No Dim field field was used in FS1 for ship lights. Nowadays we use glowmaps.&lt;br /&gt;
*Syntax: &amp;quot;Value, Value, Value&#039;&#039; (Red, Green, Blue respectively, value from 0 to 255)&lt;br /&gt;
**Example: 42, 42, 224&lt;br /&gt;
&lt;br /&gt;
===$Show damage:===&lt;br /&gt;
*?????&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*?????&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, usually 1&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, &amp;quot;this has no physics, like Wing Commander.&amp;quot; The more damping, the harder to control, but the more smoothly it moves.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Same thing, but for rotational movement.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity&lt;br /&gt;
*Syntax: &#039;&#039;Value, Value, Value&#039;&#039;, (meters per second) x-axis, y-axis, z-axis&lt;br /&gt;
**Example: 0.0, 0.0, 80.0&lt;br /&gt;
&lt;br /&gt;
===$Rotation time:===&lt;br /&gt;
*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&lt;br /&gt;
*Syntax: &#039;&#039;Value, Value, Value&#039;&#039;, (seconds per 360 degree turn) x-axis, y-axis, z-axis&lt;br /&gt;
**Example: 3.0, 2.6, 5.0&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second) usually zero&lt;br /&gt;
&lt;br /&gt;
===$Forward accel:===&lt;br /&gt;
*Number of seconds needed from full stop to maximum velocity&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
===$Forward decel:===&lt;br /&gt;
*Number of seconds needed from maxumum velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
===$Slide accel: and $Slide decel:===&lt;br /&gt;
*Same for sliding as the $Forward accel: and $Forward decel: for normal movement.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds) for both&lt;br /&gt;
&lt;br /&gt;
===$Expl inner rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
===$Expl outer rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
===$Expl damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage value)&lt;br /&gt;
&lt;br /&gt;
===$Expl blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (blast effect)&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
**Example: ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
**Example: ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
**Example: ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
&lt;br /&gt;
====$Allowed SBanks:&amp;lt;br&amp;gt;====&lt;br /&gt;
====$Allowed Dogfight SBanks:&amp;lt;br&amp;gt;====&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Same for secondary weapons&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
**Example: ( &amp;quot;Harpoon&amp;quot; &amp;quot;Hornet&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;( Value, Value )&#039;&#039;&lt;br /&gt;
**Example: ( 40, 40 )&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strenght&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (total hitpoints in all quadrants together)&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &amp;quot;Value, Value, Value&#039;&#039; (Red, Green, Blue respectively, value from 0 to 255)&lt;br /&gt;
**Example: 100, 100, 255&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*The amount of energy available. The higher the output, the faster your weapons recharge.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (hitpoints)&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See below&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*&#039;&#039;AI name; as defined in AI.tbl&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
====+Aburn Max Vel:====&lt;br /&gt;
*In same format as in $Max Velocity:&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
====+Aburn For accel:====&lt;br /&gt;
*Defined only as the forward acceleration. In same format as $Forward accel:&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
====+Aburn Fuel:====&lt;br /&gt;
*Amount of afterburner fuel the ship has&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039; (fuel units)&lt;br /&gt;
====+Aburn Burn Rate:====&lt;br /&gt;
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039; (fuel units per second)&lt;br /&gt;
====+Aburn Rec Rate:====&lt;br /&gt;
*Rate the fuel is restored.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039; (fuel units per second)&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Scan time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (milliseconds)&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, identification number of the sound as defined in sounds.tbl&lt;br /&gt;
&lt;br /&gt;
===$Closeup_pos:===&lt;br /&gt;
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, (X, Y and Z values)&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom:===&lt;br /&gt;
*How the model will show at techroom. How far the camera&#039;s zoomed in.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield_icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**Example: shield-f01&lt;br /&gt;
&lt;br /&gt;
===$Ship_icon:===&lt;br /&gt;
*The icon used in ship selection&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**Example: iconfighter01&lt;br /&gt;
&lt;br /&gt;
===$Ship_anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**Example: ssfighter01&lt;br /&gt;
&lt;br /&gt;
===$Ship_overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**Example: loadfighter01&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (points)&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
====+Offset:====&lt;br /&gt;
*The position of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, (X, Y, Z values) relative to the centerpoint of the model&lt;br /&gt;
====+Start Width:====&lt;br /&gt;
*The width of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
====+End Width:====&lt;br /&gt;
*The width of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
====+Start Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+End Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+Max Life:====&lt;br /&gt;
*How long the contrail remains&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
====+Spew Time:====&lt;br /&gt;
*????&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
*The image to use for the contrail.&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**Example: Contrail01&lt;br /&gt;
&lt;br /&gt;
===$Subsystem:===&lt;br /&gt;
*The name of the subsystem as defined in .pof file, % of ship&#039;s total hitpoints the subsystem has and rotation time (360 degrees) for multipart turrets.&lt;br /&gt;
*Syntax: &#039;&#039;Subsystem name&#039;&#039; , &#039;&#039;Value&#039;&#039;, (% of ships hitpoints) &#039;&#039;Value&#039;&#039;, (seconds per 360 degree turn) subsystem name mustbe the same as described in model file (.pof).&lt;br /&gt;
**Example: communications, 5, 0.0&lt;br /&gt;
&lt;br /&gt;
====Turret====&lt;br /&gt;
*&#039;&#039;&#039;In addition&#039;&#039;&#039; to the previous entry sll turrets require informtion concerning the weapon mounted to the turret. The entry can be either &#039;&#039;&#039;$Default PBanks&#039;&#039;&#039; for turret primaries (including beams) or &#039;&#039;&#039;$Default SBanks&#039;&#039;&#039; for turret secondaries&lt;br /&gt;
*Syntax: ( &amp;quot;Flag&amp;quot; )&lt;br /&gt;
**Example: ( &amp;quot;Subach HL-7&amp;quot; )&lt;br /&gt;
**Combined example for turret entry:&lt;br /&gt;
***$Subsystem: turret01, 1.0, 1.0&amp;lt;br&amp;gt;$Default PBanks: ( &amp;quot;Terran Turret&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
===Ships.tbl flags===&lt;/div&gt;</summary>
		<author><name>84.248.195.235</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=660</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=660"/>
		<updated>2005-11-11T15:07:44Z</updated>

		<summary type="html">&lt;p&gt;84.248.195.235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ships.tbl==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIP, Please comment, expand and alter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Includes SCP changes in addition to retail data&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Made by following the older guide (originally written by GE) by Wanderer &amp;lt;br&amp;gt;I know practically nothing about HTML/Wiki formatting so it ain&#039;t gonna look pretty&lt;br /&gt;
&lt;br /&gt;
$Name:&lt;br /&gt;
*Model name&lt;br /&gt;
*&#039;&#039;filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Short name:&lt;br /&gt;
*Shortened model name, for FRED&lt;br /&gt;
*&#039;&#039;????&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Species:&lt;br /&gt;
*Defines species (usually Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon, the support ship, the default IFF, and also FRED color&lt;br /&gt;
*&#039;&#039;name of the species; as defined in species_defs.tbl&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
List of discriptive terms for techroom and ship selection screens&lt;br /&gt;
&lt;br /&gt;
   +Type:                     XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:          XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   +Armor:                    XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   +Manufacturer:             XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   +Description:              XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
&lt;br /&gt;
   +Tech Description:         XSTR(&amp;quot;&amp;quot;, -1) &lt;br /&gt;
   $end_multi_text&lt;br /&gt;
&lt;br /&gt;
   +Length:                   20 m&lt;br /&gt;
   +Gun Mounts:               4&lt;br /&gt;
   +Missile Banks:            1&lt;br /&gt;
&lt;br /&gt;
$POF file:&lt;br /&gt;
*filename of the .pof file at data/models&lt;br /&gt;
*&#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Detail distance:&lt;br /&gt;
*Definies the distance where the change to different LODs occurs&lt;br /&gt;
*&#039;&#039;(LOD0, LOD1, ...)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Show damage:&lt;br /&gt;
*?????&lt;br /&gt;
*&#039;&#039;YES or NO&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Density:&lt;br /&gt;
*?????&lt;br /&gt;
*&#039;&#039;Numerical value; usually 1&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Damp:&lt;br /&gt;
*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, &amp;quot;this has no physics, like Wing Commander.&amp;quot; The more damping, the harder to control, but the more smoothly it moves.&lt;br /&gt;
*&#039;&#039;Numerical value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Rotdamp:&lt;br /&gt;
*Same thing, but for rotational movement.&lt;br /&gt;
*&#039;&#039;Numerical value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Max Velocity:&lt;br /&gt;
*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&lt;br /&gt;
*&#039;&#039;X-axis, Y-axis, Z-axis&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Rotation time:&lt;br /&gt;
*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&lt;br /&gt;
*&#039;&#039;X-axis, Y-axis, Z-axis&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Rear Velocity:&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*&#039;&#039;Usually 0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Forward accel:&lt;br /&gt;
*Number of seconds needed from full stop to maximum velocity&lt;br /&gt;
*&#039;&#039;Numerical value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Forward decel:&lt;br /&gt;
*Number of seconds needed from maxumum velocity to full stop&lt;br /&gt;
*&#039;&#039;Numerical value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Slide accel: &amp;lt;br&amp;gt;&lt;br /&gt;
$Slide decel:&lt;br /&gt;
*Same for sliding&lt;br /&gt;
*&#039;&#039;Numerical value; for both&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Glide:&lt;br /&gt;
*Allows gliding in game&lt;br /&gt;
*&#039;&#039;YES or NO&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Warpin speed:&lt;br /&gt;
*Sets the speed at which the ship warps in&lt;br /&gt;
*&#039;&#039;Numerical value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Warpout speed:&lt;br /&gt;
*Sets the speed at which the ship warps out from the game&lt;br /&gt;
*&#039;&#039;Numerical value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Player warpout speed:&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*&#039;&#039;Numerical value; can not be greater than Max Oclk Speed&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Expl inner rad:&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*&#039;&#039;In meters&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Expl outer rad:&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*&#039;&#039;In meters&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Expl damage:&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*&#039;&#039;Damage value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Expl blast:&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*&#039;&#039;Numerical value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Expl Propagates:&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*&#039;&#039;YES or NO&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Shockwave Speed:&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*&#039;&#039;Speed in meters per s&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Allowed PBanks:&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with apostrophes). Each of the primary weapon banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*&#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; ) ( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Allowed Dogfight PBanks:&lt;br /&gt;
*Primary weapons for multiplayer&lt;br /&gt;
*&#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; ) ( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Default PBanks:&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*&#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; ) ( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$PBank Capacity:&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas. REQUIRES FLAG &amp;quot;ballistic primaries&amp;quot;&lt;br /&gt;
*&#039;&#039;( Value, Value )&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Allowed SBanks:&amp;lt;br&amp;gt;&lt;br /&gt;
$Allowed Dogfight SBanks:&amp;lt;br&amp;gt;&lt;br /&gt;
$Default SBanks:&lt;br /&gt;
*Same for secondary weapons&lt;br /&gt;
*&#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; ) ( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$SBank Capacity:&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*&#039;&#039;( Value, Value )&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Shields:&lt;br /&gt;
*Determines the shield strenght&lt;br /&gt;
*&#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Shield Color:&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*&#039;&#039;Red, Green, Blue; all values from 0 to 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Power Output:&lt;br /&gt;
*The amount of energy available. The higher the output, the faster your weapons recharge.&lt;br /&gt;
*&#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Max Oclk Speed:&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*&#039;&#039;In meters per s&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Max Weapon Eng:&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*&#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Hitpoints:&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*&#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Hull Repair Rate: &amp;lt;br&amp;gt;&lt;br /&gt;
$Subsystem Repair Rate:&lt;br /&gt;
*Repair rates at percent per second&lt;br /&gt;
*&#039;&#039;Value; for both&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Armor Type&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines armor type&lt;br /&gt;
*&#039;&#039;Armor name; as defined in armor.tbl&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Flags:&lt;br /&gt;
*See below&lt;br /&gt;
*&#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$AI Class:&lt;br /&gt;
*Default AI class&lt;br /&gt;
*&#039;&#039;AI name; as defined in AI.tbl&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Afterburner:&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*&#039;&#039;YES or NO&#039;&#039;&lt;br /&gt;
*+Aburn Max Vel:&lt;br /&gt;
**In same format as in $Max Velocity:&lt;br /&gt;
**&#039;&#039;Speed in meter per s&#039;&#039;&lt;br /&gt;
*+Aburn For accel:&lt;br /&gt;
**Defined only as the forward acceleration. In same format as $Forward accel:&lt;br /&gt;
**&#039;&#039;Value&#039;&#039;&lt;br /&gt;
*+Aburn Fuel:&lt;br /&gt;
**Amount of afterburner fuel the ship has&lt;br /&gt;
**&#039;&#039;Value&#039;&#039;&lt;br /&gt;
*+Aburn Burn Rate:&lt;br /&gt;
**Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
**&#039;&#039;Value&#039;&#039;&lt;br /&gt;
*+Aburn Rec Rate:&lt;br /&gt;
**Rate the fuel is restored.&lt;br /&gt;
**&#039;&#039;Value&#039;&#039;&lt;br /&gt;
*$Trails:&lt;br /&gt;
**Allows afterburner trails to be used&lt;br /&gt;
**+Bitmap:&lt;br /&gt;
***Texture used to draw the afterburner trail&lt;br /&gt;
***&#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**+Width:&lt;br /&gt;
***Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
***&#039;&#039;Value; in meters&#039;&#039;&lt;br /&gt;
**+Alpha:&lt;br /&gt;
***Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
***&#039;&#039;Value&#039;&#039;&lt;br /&gt;
**+Life:&lt;br /&gt;
***How long the trail will last&lt;br /&gt;
***&#039;&#039;Value; in seconds&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Countermeasures:          20&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*&#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Scan time:&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*&#039;&#039;Value, in milliseconds&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$EngineSnd:&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*&#039;&#039;Number of the sound; as defined in sounds.tbl&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Closeup_pos:&amp;lt;br&amp;gt;&lt;br /&gt;
$Closeup_zoom:&lt;br /&gt;
*How the model will show at techroom&lt;br /&gt;
&lt;br /&gt;
$Shield_icon:&lt;br /&gt;
*This .ani file should be at data/hud&lt;br /&gt;
*&#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Ship_icon:&lt;br /&gt;
*The icon used in ship selection&lt;br /&gt;
*&#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Ship_anim:&lt;br /&gt;
*The glowing green grid animation used in ship selection&lt;br /&gt;
*&#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Ship_overhead:&lt;br /&gt;
*The overhead view used in the weapons loadout&lt;br /&gt;
*&#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Score:&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*&#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Trail:&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
*+Offset:&lt;br /&gt;
**The position of the contrail&#039;s head&lt;br /&gt;
**&#039;&#039;X, Y, Z; relative to the centerpoint of the model&#039;&#039;&lt;br /&gt;
*+Start Width:&lt;br /&gt;
**The width of the contrail&#039;s head&lt;br /&gt;
**&#039;&#039;Value; in meters&#039;&#039;&lt;br /&gt;
*+End Width:&lt;br /&gt;
**The width of the contrail&#039;s tail&lt;br /&gt;
**&#039;&#039;Value; in meters&#039;&#039;&lt;br /&gt;
*+Start Alpha:&lt;br /&gt;
**The opacity of the contrail&#039;s head&lt;br /&gt;
**&#039;&#039;Value&#039;&#039;&lt;br /&gt;
*+End Alpha:&lt;br /&gt;
**The opacity of the contrail&#039;s tail&lt;br /&gt;
**&#039;&#039;Value&#039;&#039;&lt;br /&gt;
*+Max Life:&lt;br /&gt;
**How long the contrail remains&lt;br /&gt;
**&#039;&#039;Value; in seconds&#039;&#039;&lt;br /&gt;
*+Spew Time:&lt;br /&gt;
**????&lt;br /&gt;
**&#039;&#039;???&#039;&#039;&lt;br /&gt;
*+Bitmap:&lt;br /&gt;
**The image to use for the contrail.&lt;br /&gt;
**&#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Thruster Particles:&lt;br /&gt;
*$Thruster Particle Bitmap:&lt;br /&gt;
**Name of the animation used for particle thrusters, up to three can be defined &lt;br /&gt;
**&#039;&#039;Filename&#039;&#039;&lt;br /&gt;
*$Min Radius:&lt;br /&gt;
**&#039;&#039;Value; in meters&#039;&#039;&lt;br /&gt;
*$Max Radius:&lt;br /&gt;
**&#039;&#039;Value; in meters&#039;&#039;&lt;br /&gt;
*$Min created:&lt;br /&gt;
**&#039;&#039;Value; per second&#039;&#039;&lt;br /&gt;
*$Max created:&lt;br /&gt;
**&#039;&#039;Value; per second&#039;&#039;&lt;br /&gt;
*$Variance:&lt;br /&gt;
**Value that describes the randomnes or particle generation, valus 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 enen to opposite direction&lt;br /&gt;
**&#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Thruster Particles:&lt;br /&gt;
*$Afterburner Particle Bitmap:&lt;br /&gt;
**Name of the animation used for particle thruster afterburners, up to three can be defined&lt;br /&gt;
**&#039;&#039;Filename&#039;&#039;&lt;br /&gt;
*$Min Radius:&lt;br /&gt;
**&#039;&#039;Value; in meters&#039;&#039;  &lt;br /&gt;
*$Max Radius:&lt;br /&gt;
**&#039;&#039;Value; in meters&#039;&#039;  &lt;br /&gt;
*$Min created:&lt;br /&gt;
**&#039;&#039;Value; per second&#039;&#039; &lt;br /&gt;
*$Max created: &lt;br /&gt;
**&#039;&#039;Value; per second&#039;&#039;&lt;br /&gt;
*$Variance: &lt;br /&gt;
**Value that describes the randomnes or particle generation, valus 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 enen to opposite direction&lt;br /&gt;
**&#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
$Subsystem:&lt;br /&gt;
*The name of the subsystem as defined in .pof file, % of ship&#039;s total hitpoints the subsystem has and rotation time (360 degrees) for multipart turrets.&lt;br /&gt;
*&#039;&#039;Subsystem name, %-hitpoints, rotation speed&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Ships.tbl flags====&lt;/div&gt;</summary>
		<author><name>84.248.195.235</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Talk:Armor.tbl&amp;diff=4308</id>
		<title>Talk:Armor.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Talk:Armor.tbl&amp;diff=4308"/>
		<updated>2005-11-11T13:50:12Z</updated>

		<summary type="html">&lt;p&gt;84.248.195.235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;051111 - All references to Calculation Type changed to Calculation. Wanderer&lt;/div&gt;</summary>
		<author><name>84.248.195.235</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Talk:Armor.tbl&amp;diff=645</id>
		<title>Talk:Armor.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Talk:Armor.tbl&amp;diff=645"/>
		<updated>2005-11-11T13:49:49Z</updated>

		<summary type="html">&lt;p&gt;84.248.195.235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;051105 - All references to Calculation Type changed to Calculation. Wanderer&lt;/div&gt;</summary>
		<author><name>84.248.195.235</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Armor.tbl&amp;diff=700</id>
		<title>Armor.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Armor.tbl&amp;diff=700"/>
		<updated>2005-11-11T13:48:08Z</updated>

		<summary type="html">&lt;p&gt;84.248.195.235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The armor table stores data on FS2&#039;s as-of-now-simplistic armor system. It lets you define different damage types per armor.&lt;br /&gt;
&lt;br /&gt;
The reason for defining different damage types per armor is that, realistically, armor may be damaged less by certain types of weapons. For example, a fire-retardant suit may offer excellent protection against a flamethrower, but virtually none against bullets.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to note that the cumbersome +Calculation/+Value system used for defining calculations will, in the future, be deprecated in favor of a more efficient scripting system. However, the current system will be kept for backwards compatibility, if any mods or campaigns choose to make use of the table.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
[[armor.tbl]]&lt;br /&gt;
 #Armor Type&lt;br /&gt;
 $Name: Reflective&lt;br /&gt;
 ;;This armor is made up of some kind of reflective material, &lt;br /&gt;
 ;;that deflects 1/4 of the energy from laser weapons back into space. &lt;br /&gt;
 ;;However, it is somewhat more fragile than typical hull materials,&lt;br /&gt;
 ;;and takes 1/3 more damage from weapons that use physical projectiles.&lt;br /&gt;
 &lt;br /&gt;
 $Damage Type: Laser&lt;br /&gt;
 	+Calculation: Multiplicative&lt;br /&gt;
 	+Value: 0.75&lt;br /&gt;
 &lt;br /&gt;
 $Damage Type: Kinetic&lt;br /&gt;
 	+Calculation: Multiplicative&lt;br /&gt;
 	+Value: 1.33&lt;br /&gt;
 #End&lt;br /&gt;
&lt;br /&gt;
As you can see above, &amp;quot;Reflective&amp;quot; armor is dealt only 75% of the damage from laser weapons, but 133% of the damage from kinetic weapons. However, in order to activate the armor system, you must assign the armor type to the ships you want it to apply to, and damage types to the weapons you wish to use.&lt;br /&gt;
&lt;br /&gt;
The Thoth fighter seems like a good choice for this armor. Its speed and maneuverability give it the ability to evade missiles, and many direct-fire weapons are energy based. So, to give it this armor, you would add &amp;quot;$Armor Type:&amp;quot; to ships.tbl, under the &amp;quot;Thoth&amp;quot; entry:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;[[ships.tbl]]&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
 $Hitpoints:             200&lt;br /&gt;
 $Armor Type:            Reflective&lt;br /&gt;
 $Flags:                 ( &amp;quot;player_ship&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
At this point, the Thoth will be equipped with Reflective armor. However, it will have no effect &#039;&#039;unlesss&#039;&#039; it is hit by a weapon with a &amp;quot;$Damage Type&amp;quot; that is defined in armor.tbl, under the &amp;quot;Reflective&amp;quot; armor entry. Otherwise, Freespace 2 would have no idea how to take into account the defined damage types.&lt;br /&gt;
&lt;br /&gt;
So, in the interests of time, here&#039;s how you would assign the &amp;quot;Laser&amp;quot; damage type to the [[Subach HL-7]], and the &amp;quot;Kinetic&amp;quot; damage type to the [[Rockeye]].&lt;br /&gt;
&lt;br /&gt;
Under the Subach entry, you would add &amp;quot;$Damage Type&amp;quot; like so:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;[[weapons.tbl]]&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
 $Damage:				15&lt;br /&gt;
 $Damage Type:				Laser&lt;br /&gt;
 $Armor Factor:				0.9&lt;br /&gt;
&lt;br /&gt;
Under the Rockeye entry, you would add &amp;quot;$Damage Type&amp;quot; like this:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;[[weapons.tbl]]&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
 $Damage:				45&lt;br /&gt;
 $Damage Type:				Kinetic&lt;br /&gt;
 $Armor Factor:				0.1&lt;br /&gt;
&lt;br /&gt;
Now, if you were to start Freespace 2 with these modifications, you would find that the Thoth would take 3/4 as much damage from the [[Subach HL-7]], 1/3 more damage from the [[Rockeye]], but normal damage from everything else. All other ships, not being equipped with any kind of armor, would also be dealt normal damage from all weapons, including the Rockeye and the Subach.&lt;/div&gt;</summary>
		<author><name>84.248.195.235</name></author>
	</entry>
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