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	<id>https://wiki.hard-light.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Androgeos+Exeunt</id>
	<title>FreeSpace Wiki - User contributions [en]</title>
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	<updated>2026-11-15T11:08:35Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.hard-light.org/index.php?title=TF_Kvasir&amp;diff=67050</id>
		<title>TF Kvasir</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=TF_Kvasir&amp;diff=67050"/>
		<updated>2025-11-30T08:09:47Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: Trying to push this closer to its Kvasir origins.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships|&#039;&#039;TF &#039;&#039;&#039;Kvasir&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;TF &#039;&#039;Kvasir&#039;&#039;&#039;&#039;&#039; is a fighter that emphasizes a powerful primary weapons package, strong shields and high maneuverability, at the expense of low hull integrity and secondary weapons carrying capacity.&lt;br /&gt;
&lt;br /&gt;
The TF Kvasir has been used in the following mods:&lt;br /&gt;
* In [[Renegade Resurgence]], as the &#039;&#039;&#039;GTF &#039;&#039;Rapier&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* In [[Blue Planet]], as the &#039;&#039;&#039;GTF &#039;&#039;Atalanta&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* In [[Earth Defense]], as the &#039;&#039;&#039;GTF &#039;&#039;Pandora&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
[[Image:Gtfatalanta.jpg|thumb|right|480px|The GTF Atalanta from Blue Planet]]&lt;br /&gt;
[[Image:GTF Pandora.jpg|thumb|right|480px|The GTF Pandora from Earth Defense]]&lt;br /&gt;
===Tech Room Description===&lt;br /&gt;
The Kvasir is a StarCorp fighter based on the idea that heavy firepower, strong shielding and extreme maneuverability compensates for lack of armor. It is capable of flying a Space Superiority/Intercept role, but is a quick victim to shield leech weapons.&lt;br /&gt;
&lt;br /&gt;
===Blue Planet Tech Room Description===&lt;br /&gt;
The Atalanta is the first of the Threat Exigency Initiative&#039;s Wave 2 fighters, true next-generation strike craft with extraordinarily capabilities. Produced in record time by the Alliance&#039;s first wholly classified procurement and design process - plagued by rumors of intrigue and mysterious &#039;red assets&#039; - the Atalanta is an elegant, minimalist design wholly devoted to murdering other strike craft with very nearly Shivan flight characteristics. The original specifications of the Atalanta called for a multirole interceptor and space superiority fighter. Due to the United Earth Federation&#039;s fighter corps&#039; successes, this variant has been field-modified to enhance its capabilities in the space-superiority role. These fighters remain rare in the Terran theatre, but they are likely to become a mainstay of Alliance forces in the near future.&lt;br /&gt;
&lt;br /&gt;
===Earth Defense Tech Room Description===&lt;br /&gt;
The Pandora reconaissance fighter is effect of combined efforts of Terran and Vasudan scientists. Powered by Vasudan reactors in Terran construction, it allows this recon fighter to mount more advanced lasers onboard and have extremly tough shields that compensate very thin hull. While Agias class fighters are better suited for destroying subsystems and turrets on capital ships, Pandora is better suited for escort missions, intercepting bombers and warheads and obviously doing reconaissance deep in enemy space.&lt;br /&gt;
&lt;br /&gt;
===Credits List===&lt;br /&gt;
*Model by &#039;&#039;&#039;esarai&#039;&#039;&#039;&lt;br /&gt;
*Pandora variant by &#039;&#039;&#039;FreeSpaceKing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Name Origin===&lt;br /&gt;
In Norse mythology, Kvasir was a poet, born from the saliva of the Aesir and Vanir gods when they performed an ancient peace ritual of spitting into a common vessel. He was the wisest of all men and wandered the world, teaching and instructing, until he was slain by two dwarves, Fjalar and Galar, who were tired of studying and learning. Kvasir&#039;s blood was distilled in Odhrǫrir, and when it was mixed with honey, it formed mead, giving wisdom and poetic inspiration to those who consumed it.&lt;br /&gt;
&lt;br /&gt;
In Greek mythology, Atalanta (Αταλάντη) was an accomplished hunter. She was notable in slaying the [[Wikipedia:Calydonian Boar|Calydonian Boar]], sent by Artemis as punishment for being forgotten in a king&#039;s rites to the gods. Atalanta was also notable for challenging potential suitors to a footrace for the honor of marrying her, which Melanion won with the help of Aphrodite.&lt;br /&gt;
&lt;br /&gt;
In Greek mythology, Pandora was the first woman. She was created from the earth by Hephaestus, at [[GTB Zeus|Zeus]]&#039;s commission, for the gods to bestow their choicest gifts.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
*&#039;&#039;&#039;TF Kvasir&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Type|Type]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | Space Superiority&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]&#039;&#039;&#039;&lt;br /&gt;
| StarCorp Astronautics&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]&#039;&#039;&#039;&lt;br /&gt;
| Good&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 113.0 - 170.0 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 225.0 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Armor|Armor]]&#039;&#039;&#039;&lt;br /&gt;
| Poor&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| 750&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 18 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;GTF Atalanta&#039;&#039;&#039;&lt;br /&gt;
{{Ship_box&lt;br /&gt;
|name = GTF &#039;&#039;Atalanta&#039;&#039;&lt;br /&gt;
|type = Space Superiority&lt;br /&gt;
|manufacturer = Nankam Aeronautical&lt;br /&gt;
|maneuverability = Good&lt;br /&gt;
|yaw_pitch_roll = 3.3, 3.3, 3.3&lt;br /&gt;
|max_velocity = 80 - 100&lt;br /&gt;
|max_ab_velocity = 160&lt;br /&gt;
|max_ab_duration = 7.64&lt;br /&gt;
|armor = Poor&lt;br /&gt;
|hitpoints = 300&lt;br /&gt;
|shields = 425&lt;br /&gt;
|length = 17&lt;br /&gt;
|gun_bank_1 = 4&lt;br /&gt;
|gun_bank_2 = 2&lt;br /&gt;
|missile_bank_1 = 80&lt;br /&gt;
|countermeasures = 25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
*&#039;&#039;&#039;TF Kvasir&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Default Statistics&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 2&lt;br /&gt;
| Prometheus XF&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW Subach HL-7|Subach HL-7]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3rd&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW Akheton SDG|Akheton SDG]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTW Subach HL-7|Subach HL-7]], [[GTW Akheton SDG|Akheton SDG]], [[GTW Morning Star|Morning &lt;br /&gt;
&lt;br /&gt;
Star]], [[GTW Prometheus S|Prometheus S]], [[GTW Prometheus R|Prometheus R]], [[GTW Lamprey|Lamprey]], [[GTW Circe|Circe]], [[GTW Maxim|Maxim]], [[GTW UD-8 Kayser|UD-8 Kayser]], Prometheus X, Prometheus XF&lt;br /&gt;
|}&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Default Statistics&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 50&lt;br /&gt;
| [[GTM Harpoon|Harpoon]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Secondaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTM Tempest|Tempest]], [[GTM MX-64|MX-64 Rockeye]], [[GTM Harpoon|Harpoon]], [[GTM Hornet|Hornet]], [[GTM Tornado|Tornado]], [[GTM Trebuchet|Trebuchet]], [[GTM TAG-A|TAG-A]], [[GTM TAG-B|TAG-B]],  [[GTM EMP Adv.|EMP Adv.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;GTF Atalanta&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Default Statistics&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 4&lt;br /&gt;
| [[Balor]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 2&lt;br /&gt;
| [[Balor]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTW Subach HL-7|Subach HL-7]], [[GTW Akheton SDG|Akheton SDG]], [[GTW Morning Star|Morning Star]], [[GTW Prometheus S|Prometheus S]], [[GTW Prometheus R|Prometheus R]], [[GTW UD-8 Kayser|UD-8 Kayser]], [[GTW Lamprey|Lamprey]], [[GTW Circe|Circe]], [[GTW Maxim|Maxim]], [[Balor]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Default Statistics&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 80&lt;br /&gt;
| [[GTM Tornado|Tornado]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Secondaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTM MX-64|Rockeye]], [[GTM Tempest|Tempest]], [[GTM Harpoon|Harpoon]], [[GTM TAG-A|TAG-A]], [[GTM TAG-B|TAG-B]], [[GTM TAG-C|TAG-C]], [[GTM Hornet|Hornet]], [[GTM Tornado|Tornado]], [[GTM EMP Adv.|EMP Adv.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;300px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Aristeia3.png|A captured Atalanta engaging a [[GTF Nyx|Nyx]] in [[Aristeia]].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Modding Resources==&lt;br /&gt;
:$POF File: fighter3t-02.pof&lt;br /&gt;
:Texture list: fighter3t-02;glass-trans;Tercoc01;Tckpt;fighter3t-02-dest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment| &#039;&#039;The [[Blue Planet]] Atalanta is essentially the [[GTF Ulysses]]&#039;s spiritual successor. Insanely maneuverable for a Galactic Terran fighter, more so than the [[GTF Perseus]] or [[GTF Aurora]] it still has 6 guns, a small target profile, and as much missile space as a [[GTF Myrmidon]] albeit all in one bank. It is still too lightly armored to be survivable anywhere near anti-fighter defenses, particularly AAA beams. [[Aristeia]] demonstrates this accordingly. If you do have occasion to fly it, don&#039;t forget that it also possesses side thrust ability, excellent for strafing larger targets, pacing and taking down multiple enemy bombs, making tighter turns, and dodging enemy fire. When fighting them, several well placed [[Rapier]]  bursts can and will take them down, but even the [[Javelin]] doesn&#039;t have the maneuverability to catch them in higher difficulties.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An amazing fighter that&#039;s a joy to fly and to look at. Its small, excellent target profile is ideal for dogfighting and interception. Its gun configuration is excellent and flexible, and when a swarm of Atalantas come at you, Balors blazing and Tornadoes volleying, don&#039;t even try to do anything other than extreme evasive maneuvers. My one criticism of it is that its secondary capacity (which is the same as the [[GVF Thoth]]), while good, is all in one bank, severely limiting the Atalanta&#039;s flexibility and versatility--even in pure dogfighting roles. It&#039;s easy to see, though, why it would become a mainstay of GTVA forces in the near-future: unless it&#039;s expensive, this fighter excels in the interceptor, space superiority, and warhead/bomber intercept roles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Taking these fighters on in early acts of War in Heaven, treat it like you would a hyper-intelligent Dragon pilot. Grimlers or well-timed Slammers at long range, and the Rapier or Sidhe are surefire ways to bring these ships down.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can fly the Atalanta in the second half of [[Chanticleer]]. It is the best dogfighter by far against the more advanced UEF fighters, but the lack of a second missile bank and lack of Trebuchet support is a major minus.  Recommended for those who prefer to get up close and personal. If you prefer to stand off and toss missiles at the enemy, take the Aurora or the Rhea instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The weapons subsystem is right on the nose, break early in head2head engagements and be very careful not to collide with anyone or you&#039;ll lose your weapons. This can be fixed by firing a lot of rockeyes which will make the AI break away and with the huge capacity on your only secondary bank you can pack enough of them to last for a few fights. The placement on the 4-bank is sub-optimal so switch to your 2-bank for bomb intercept or adjust your aim as needed. If you&#039;re against these ships in something heavier always go for jousts instead of close-range dogfights, they will fly circles around you with side-thrusters and reverse burners.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==External link:==&lt;br /&gt;
*[http://www.freespacemods.net/download.php?view.568 Download | FSmods]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=90802.0 RELEASE — Blue Planet | Hard-light forums]&lt;br /&gt;
*[https://www.freespacemods.net/download_927.html Earth Defense dump | FSMods]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=TerSlashBlue&amp;diff=67049</id>
		<title>TerSlashBlue</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=TerSlashBlue&amp;diff=67049"/>
		<updated>2025-11-30T06:28:35Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: Took a while to get this updated...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BPArticle}}&lt;br /&gt;
The &#039;&#039;&#039;&#039;&#039;Bull Frost&#039;&#039; Tactical Beam&#039;&#039;&#039;, also known as the &#039;&#039;&#039;TerSlashBlue&#039;&#039;&#039;, is a tactical slashing beam cannon used by the [[GTVA]] in the [[Portal:FreeSpace 2|FreeSpace 2]] mod [[Blue Planet]]. The &#039;&#039;Bull Frost&#039;&#039; has damage ratings similar to the [[MBlue|&#039;&#039;Aurora Wake&#039;&#039; beam]], as well as the same effective range, but exhibits a much shorter recharge time and beam lifetime. It serves as the primary armament of the [[GTCv Diomedes|&#039;&#039;Diomedes&#039;&#039;-class corvette]] and secondary armament of the [[GTD Erebus|&#039;&#039;Erebus&#039;&#039;-]] and [[GTD Titan|&#039;&#039;Titan&#039;&#039;-class]] destroyers.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
===Blue Planet Tech Room Description===&lt;br /&gt;
One of a new generation of Terran weapons systems, the &#039;Bull Frost&#039; tactical beam is a product of the Threat Exigency Initiative&#039;s adaptation of Shivan beam technology. Using the Akheton Corporation&#039;s adaptive fire control suite, a dedicated meson reactor, and a cryogenic slurry heat sink, the Bull Frost offers rapid-fire engagement options against multiple turrets and subsystems. The Bull Frost serves as the primary armament of the Diomedes strike corvette and as a battery weapon on the Raynor-class and Titan-class destroyers.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Beam|6 750|10|2.3|Slashing|1|2 338|538|5 376}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Weapon is a beam cannon [[Weapons.tbl#.22beam.22|(beam)]]&lt;br /&gt;
*Weapon is capable of easily damaging large vessels [[Weapons.tbl#.22Huge.22|(Huge)]]&lt;br /&gt;
*Weapon cannot be mounted on small ships [[Weapons.tbl#.22Big_Ship.22|(Big Ship)]]&lt;br /&gt;
*Weapon refire rate is the same on all difficulty levels [[Weapons.tbl#.22same_turret_cooldown.22|(same turret cooldown)]]&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|Despite the typical problems of slash beams in general, this beam barely resembles the [[Terslash]]; the two Bullfrost on a [[Diomedes]] will tear up [[UEC Sanctus|Sanctus]] cruisers in less than a minute. In [[Darkest Hour]], if the Indus [[UEFg Karuna|Karuna]] moves into the wrong position, as occasionally happens, it will quickly be ripped to shreds. Don&#039;t underestimate these beams and the threat they pose to Federation vessels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This beam is basically the old [[TerSlash]] done right. Although it has a much lower per-pulse damage output than an [[MBlue]], the TerSlashBlue has an excellent fire rate that gives it an equivalent sustained damage, assuming it consistently hits. Although they don&#039;t help that much on the [[GTD Titan|Titan]] or even [[Raynor]]&#039;s broadsides, they truly shine as the main armament of the [[GTCv Diomedes|Diomedes]]. Note that, in BP lore, slash beams are more likely to acquire a lock under heavy beam jamming than direct-fire beams like the [[MBlue]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Despite widespread belief to the contrary, the TerSlashBlue is no more likely to hit its target than any other slash beam.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Blue Planet weapons]]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Inferno_Release_1&amp;diff=64922</id>
		<title>Inferno Release 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Inferno_Release_1&amp;diff=64922"/>
		<updated>2023-07-25T12:50:11Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: /* Notes */ Grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Inferno Release 1&#039;&#039;&#039; (&#039;&#039;&#039;INFR1&#039;&#039;&#039;) was the first [[Inferno]] mod to be released.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
* &#039;&#039;&#039;In development since:&#039;&#039;&#039; November 2000&lt;br /&gt;
* &#039;&#039;&#039;Released:&#039;&#039;&#039; July 16, 2003&lt;br /&gt;
* &#039;&#039;&#039;Voice acting added:&#039;&#039;&#039; July 16, 2023&lt;br /&gt;
* &#039;&#039;&#039;Mods included&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;See [[:Category:Inferno Ships]]&#039;&#039;&lt;br /&gt;
** 1 new species&lt;br /&gt;
** New weapons&lt;br /&gt;
** Additional music files&lt;br /&gt;
&lt;br /&gt;
===Staff===&lt;br /&gt;
Project Lead:&lt;br /&gt;
* Woomeister&lt;br /&gt;
&lt;br /&gt;
Senior Staff:&lt;br /&gt;
* Darkage&lt;br /&gt;
* Venom&lt;br /&gt;
* SadisticSid&lt;br /&gt;
&lt;br /&gt;
Other Staff:&lt;br /&gt;
* Alikchi&lt;br /&gt;
* Knight Templar&lt;br /&gt;
* Phreak&lt;br /&gt;
* RoachKoach&lt;br /&gt;
* Roy Fokker&lt;br /&gt;
* Sesquipedalian&lt;br /&gt;
* Si|eNt(\\/)inion&lt;br /&gt;
* Spicious&lt;br /&gt;
* Stealth&lt;br /&gt;
* StratComm&lt;br /&gt;
* Tiara&lt;br /&gt;
* Untouchable&lt;br /&gt;
&lt;br /&gt;
Checkpoint Script:&lt;br /&gt;
* Admiral MS&lt;br /&gt;
* Goober5000&lt;br /&gt;
&lt;br /&gt;
Additional CBAnimations:&lt;br /&gt;
* Ormuni&lt;br /&gt;
&lt;br /&gt;
Voice Producer:&lt;br /&gt;
* Goober5000&lt;br /&gt;
&lt;br /&gt;
Sound Editor/Designer:&lt;br /&gt;
* João Guimarães&lt;br /&gt;
&lt;br /&gt;
Vasudan Voice Effects:&lt;br /&gt;
* Gamma39er&lt;br /&gt;
&lt;br /&gt;
Voice Talent:&lt;br /&gt;
* Admiral Nelson - EAD Devout&lt;br /&gt;
* Amy O&#039;Grady - SOSD Olemus, Wingman 2 (Ice Queen), Wingman 7 (Female Vasudan)&lt;br /&gt;
* Andros Urbana - GTCa Independence&lt;br /&gt;
* Caiaphas - Admiral Dren (SOC Command)&lt;br /&gt;
* Caleb Smith - GTD Harmonium, GVD Nefertiri, GVCa Rhemet, Vasudan Command&lt;br /&gt;
* Cobra - GVD Hathor, Lieutenant Higgins, Wingman 1 (Ace)&lt;br /&gt;
* Colonol Dekker - Briefing Officer&lt;br /&gt;
* Mauri &amp;quot;Darkblade&amp;quot; Majanoja - SOD Orpheus&lt;br /&gt;
* Dilmah G - EAC Praetorian, Sol Gate&lt;br /&gt;
* Eamonn Riley - Admiral Falon (EASD Nemesis)&lt;br /&gt;
* Eleven Labs - GTD Aquitaine&lt;br /&gt;
* Fusionblaster - Wingman 3 (Rookie)&lt;br /&gt;
* HulkyKrow - GTD Ramanaya, Wingman 5 (Sidekick)&lt;br /&gt;
* Kehra - EACv Iasius&lt;br /&gt;
* Logomancer - GVD Khedess, GTT Mylae, EAI Verdun&lt;br /&gt;
* Mobius - GTCv Mako&lt;br /&gt;
* Nicolle Zambrano - GTCv Carolina, GTCv Keyes, GTD Reyes, GTC Yukon&lt;br /&gt;
* Nyctaeus - GTCv Punishment&lt;br /&gt;
* RedMageJoe - Wingman 4 (Hotshot), Wingman 6 (Male Vasudan)&lt;br /&gt;
* Renegade Paladin - Allied Command, Untranslated Vasudan&lt;br /&gt;
* Sparda - EAD Arethusa&lt;br /&gt;
* Tim Valencia (The Kunked Slump) - Admiral Ramsey (Command Briefing Officer)&lt;br /&gt;
* Vindicare Assassin - GTT Azure, Lambda 1, EAC Redavi, GTT Renegade&lt;br /&gt;
&lt;br /&gt;
===Missions and Campaigns===&lt;br /&gt;
* One 14-mission campaign&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
In the year 2400, contact with [[Sol]] was established, but with dire consequences. A war between the [[Earth Alliance]] and the [[GTVA]]. A year has passed and both sides have suffered heavy losses. With reports of black ships appearing in the [[Ross 128]] system, the greatest fear of the GTVA has been realized: the [[Shivans]] have returned once again.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
At the time of its release in July 2003, INFR1 was one of the first mods&amp;amp;mdash;if not the very first mod&amp;amp;mdash;developed for &#039;&#039;FreeSpace 2&#039;&#039;. The start of its development, which began in November 2000, predates the release of the game&#039;s source code by two years. INFR1 has inherent links with the defunct [[Over the Top]] project due to it using several of the latter&#039;s released assets, and INFR1&#039;s project lead, Woomeister, being a former staff member of OTT.&lt;br /&gt;
&lt;br /&gt;
Besides the campaign included in the mod, INFR1 also contained an expansive number of additional ships and weapons not used in the campaign, which were likely intended to be used during further development of the Inferno continuity. INFR1 also included a fourth species&amp;amp;mdash;the [[Ancients]], a fan-made depiction of the very species that was [[Ancient-Shivan War (FS1)|canonically exterminated by the Shivans]].&lt;br /&gt;
&lt;br /&gt;
INFR1 was released during a period in FreeSpace 2&#039;s post-development history where other mods of a similar scale did not exist or were not released as a complete mod. For this reason, it enjoyed considerable popularity for many years and, despite its age, influenced the design and conception of elements in newer mods, such as [[Blue Planet]] and the [[Ancient-Shivan War (campaign)|Ancient-Shivan War mod]], while other campaigns and mods, such as [[Dawn of Sol]] and [[The Procyon Insurgency]], made use of ships, assets, textures, and weapon names from INFR1.&lt;br /&gt;
&lt;br /&gt;
Originally released as an installer executable, it was intended for INFR1 to be installed directly on top of an existing FreeSpace 2 installation in Windows. Compatibility patches are now bundled with some distributions of the mod in its native VP format, enabling it to run on modern versions of FSO like any other contemporary mod, irrespective of the operating system.&lt;br /&gt;
&lt;br /&gt;
Development of INFR1&#039;s sequel, [[Inferno: Release 2]], was discontinued in favour of Inferno SCP, now known as [[Inferno Nostos]], which reimagines INFR1&#039;s continuity and setting.&lt;br /&gt;
&lt;br /&gt;
An unofficial patch was released by Goober5000 on November 9, 2017, that fixes all the mod warnings in INFR1 and adds a checkpoint at the start of the second phase of [[Nemesis (INF)|Mission 13]].&lt;br /&gt;
&lt;br /&gt;
On July 16, 2023, to commemorate the 20th anniversary of INFR1&#039;s release, INFR1 was re-released as &#039;&#039;&#039;Inferno 20th Anniversary Edition&#039;&#039;&#039;, with its single-player campaign fully voice-acted and additional bugs fixed since the unofficial 2017 release.&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
* [http://inferno.hard-light.net/ Inferno | Hard Light Productions]&lt;br /&gt;
* [http://www.hard-light.net/forums/index.php?topic=16169.0 Release thread | Hard Light Productions]&lt;br /&gt;
* [http://web.archive.org/web/20091216152206/http://inferno.hard-light.net:80/R1Info.htm Inferno Release 1 | The Internet Archive]&lt;br /&gt;
* [https://www.freespacemods.net/download_95.html Download (unpatched .exe installer) | FreeSpaceMods.net]&lt;br /&gt;
* [https://www.freespacemods.net/download_353.html Inferno R1 SCP Patch v1.15 | FreeSpaceMods.net]&lt;br /&gt;
* [https://fsnebula.org/mod/InfernoClassic Inferno Classic (patched mod files) | FSNebula]&lt;br /&gt;
* [https://www.hard-light.net/forums/index.php?topic=94101.0 Unofficial Release: Inferno R1 Patched | Hard Light Productions]&lt;br /&gt;
* [https://www.hard-light.net/forums/index.php?topic=98869.0 Inferno 20th Anniversary Edition | Hard Light Productions]&lt;br /&gt;
&lt;br /&gt;
[[Category:Inferno R1]]&lt;br /&gt;
[[Category:Old INF Continuity]]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Inferno_Release_1&amp;diff=64921</id>
		<title>Inferno Release 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Inferno_Release_1&amp;diff=64921"/>
		<updated>2023-07-25T12:48:56Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: Added mention of INF2017 and INF20, and added more links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Inferno Release 1&#039;&#039;&#039; (&#039;&#039;&#039;INFR1&#039;&#039;&#039;) was the first [[Inferno]] mod to be released.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
* &#039;&#039;&#039;In development since:&#039;&#039;&#039; November 2000&lt;br /&gt;
* &#039;&#039;&#039;Released:&#039;&#039;&#039; July 16, 2003&lt;br /&gt;
* &#039;&#039;&#039;Voice acting added:&#039;&#039;&#039; July 16, 2023&lt;br /&gt;
* &#039;&#039;&#039;Mods included&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;See [[:Category:Inferno Ships]]&#039;&#039;&lt;br /&gt;
** 1 new species&lt;br /&gt;
** New weapons&lt;br /&gt;
** Additional music files&lt;br /&gt;
&lt;br /&gt;
===Staff===&lt;br /&gt;
Project Lead:&lt;br /&gt;
* Woomeister&lt;br /&gt;
&lt;br /&gt;
Senior Staff:&lt;br /&gt;
* Darkage&lt;br /&gt;
* Venom&lt;br /&gt;
* SadisticSid&lt;br /&gt;
&lt;br /&gt;
Other Staff:&lt;br /&gt;
* Alikchi&lt;br /&gt;
* Knight Templar&lt;br /&gt;
* Phreak&lt;br /&gt;
* RoachKoach&lt;br /&gt;
* Roy Fokker&lt;br /&gt;
* Sesquipedalian&lt;br /&gt;
* Si|eNt(\\/)inion&lt;br /&gt;
* Spicious&lt;br /&gt;
* Stealth&lt;br /&gt;
* StratComm&lt;br /&gt;
* Tiara&lt;br /&gt;
* Untouchable&lt;br /&gt;
&lt;br /&gt;
Checkpoint Script:&lt;br /&gt;
* Admiral MS&lt;br /&gt;
* Goober5000&lt;br /&gt;
&lt;br /&gt;
Additional CBAnimations:&lt;br /&gt;
* Ormuni&lt;br /&gt;
&lt;br /&gt;
Voice Producer:&lt;br /&gt;
* Goober5000&lt;br /&gt;
&lt;br /&gt;
Sound Editor/Designer:&lt;br /&gt;
* João Guimarães&lt;br /&gt;
&lt;br /&gt;
Vasudan Voice Effects:&lt;br /&gt;
* Gamma39er&lt;br /&gt;
&lt;br /&gt;
Voice Talent:&lt;br /&gt;
* Admiral Nelson - EAD Devout&lt;br /&gt;
* Amy O&#039;Grady - SOSD Olemus, Wingman 2 (Ice Queen), Wingman 7 (Female Vasudan)&lt;br /&gt;
* Andros Urbana - GTCa Independence&lt;br /&gt;
* Caiaphas - Admiral Dren (SOC Command)&lt;br /&gt;
* Caleb Smith - GTD Harmonium, GVD Nefertiri, GVCa Rhemet, Vasudan Command&lt;br /&gt;
* Cobra - GVD Hathor, Lieutenant Higgins, Wingman 1 (Ace)&lt;br /&gt;
* Colonol Dekker - Briefing Officer&lt;br /&gt;
* Mauri &amp;quot;Darkblade&amp;quot; Majanoja - SOD Orpheus&lt;br /&gt;
* Dilmah G - EAC Praetorian, Sol Gate&lt;br /&gt;
* Eamonn Riley - Admiral Falon (EASD Nemesis)&lt;br /&gt;
* Eleven Labs - GTD Aquitaine&lt;br /&gt;
* Fusionblaster - Wingman 3 (Rookie)&lt;br /&gt;
* HulkyKrow - GTD Ramanaya, Wingman 5 (Sidekick)&lt;br /&gt;
* Kehra - EACv Iasius&lt;br /&gt;
* Logomancer - GVD Khedess, GTT Mylae, EAI Verdun&lt;br /&gt;
* Mobius - GTCv Mako&lt;br /&gt;
* Nicolle Zambrano - GTCv Carolina, GTCv Keyes, GTD Reyes, GTC Yukon&lt;br /&gt;
* Nyctaeus - GTCv Punishment&lt;br /&gt;
* RedMageJoe - Wingman 4 (Hotshot), Wingman 6 (Male Vasudan)&lt;br /&gt;
* Renegade Paladin - Allied Command, Untranslated Vasudan&lt;br /&gt;
* Sparda - EAD Arethusa&lt;br /&gt;
* Tim Valencia (The Kunked Slump) - Admiral Ramsey (Command Briefing Officer)&lt;br /&gt;
* Vindicare Assassin - GTT Azure, Lambda 1, EAC Redavi, GTT Renegade&lt;br /&gt;
&lt;br /&gt;
===Missions and Campaigns===&lt;br /&gt;
* One 14-mission campaign&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
In the year 2400, contact with [[Sol]] was established, but with dire consequences. A war between the [[Earth Alliance]] and the [[GTVA]]. A year has passed and both sides have suffered heavy losses. With reports of black ships appearing in the [[Ross 128]] system, the greatest fear of the GTVA has been realized: the [[Shivans]] have returned once again.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
At the time of its release in July 2003, INFR1 was one of the first mods&amp;amp;mdash;if not the very first mod&amp;amp;mdash;developed for &#039;&#039;FreeSpace 2&#039;&#039;. The start of its development, which began in November 2000, predates the release of the game&#039;s source code by two years. INFR1 has inherent links with the defunct [[Over the Top]] project due to it using several of the latter&#039;s released assets, and INFR1&#039;s project lead, Woomeister, being a former staff member of OTT.&lt;br /&gt;
&lt;br /&gt;
Besides the campaign included in the mod, INFR1 also contained an expansive number of additional ships and weapons not used in the campaign, which were likely intended to be used during further development of the Inferno continuity. INFR1 also included a fourth species&amp;amp;mdash;the [[Ancients]], a fan-made depiction of the very species that was [[Ancient-Shivan War (FS1)|canonically exterminated by the Shivans]].&lt;br /&gt;
&lt;br /&gt;
INFR1 was released during a period in FreeSpace 2&#039;s post-development history where other mods of a similar scale did not exist or were not released as a complete mod. For this reason, it enjoyed considerable popularity for many years and, despite its age, influenced the design and conception of elements in newer mods, such as [[Blue Planet]] and the [[Ancient-Shivan War (campaign)|Ancient-Shivan War mod]], while other campaigns and mods, such as [[Dawn of Sol]] and [[The Procyon Insurgency]], made use of ships, assets, textures, and weapon names from INFR1.&lt;br /&gt;
&lt;br /&gt;
Originally released as an installer executable, it was intended for INFR1 to be installed directly on top of an existing FreeSpace 2 installation in Windows. Compatibility patches are now bundled with some distributions of the mod in its native VP format, enabling it to run on modern versions of FSO like any other contemporary mod, irrespective of the operating system.&lt;br /&gt;
&lt;br /&gt;
Development of INFR1&#039;s sequel, [[Inferno: Release 2]], was discontinued in favour of Inferno SCP, now known as [[Inferno Nostos]], which reimagines INFR1&#039;s continuity and setting.&lt;br /&gt;
&lt;br /&gt;
An unofficial patch was released by Goober5000 on November 9, 2017, that fixes all the mod warnings in INFR1 and add a checkpoint at the start of the second phase of [[Nemesis (INF)|Mission 13]].&lt;br /&gt;
&lt;br /&gt;
On July 16, 2023, to commemorate the 20th anniversary of INFR1&#039;s release, INFR1 was re-released as &#039;&#039;&#039;Inferno 20th Anniversary Edition&#039;&#039;&#039;, with its single-player campaign fully voice-acted and additional bugs fixed since the unofficial 2017 release.&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
* [http://inferno.hard-light.net/ Inferno | Hard Light Productions]&lt;br /&gt;
* [http://www.hard-light.net/forums/index.php?topic=16169.0 Release thread | Hard Light Productions]&lt;br /&gt;
* [http://web.archive.org/web/20091216152206/http://inferno.hard-light.net:80/R1Info.htm Inferno Release 1 | The Internet Archive]&lt;br /&gt;
* [https://www.freespacemods.net/download_95.html Download (unpatched .exe installer) | FreeSpaceMods.net]&lt;br /&gt;
* [https://www.freespacemods.net/download_353.html Inferno R1 SCP Patch v1.15 | FreeSpaceMods.net]&lt;br /&gt;
* [https://fsnebula.org/mod/InfernoClassic Inferno Classic (patched mod files) | FSNebula]&lt;br /&gt;
* [https://www.hard-light.net/forums/index.php?topic=94101.0 Unofficial Release: Inferno R1 Patched | Hard Light Productions]&lt;br /&gt;
* [https://www.hard-light.net/forums/index.php?topic=98869.0 Inferno 20th Anniversary Edition | Hard Light Productions]&lt;br /&gt;
&lt;br /&gt;
[[Category:Inferno R1]]&lt;br /&gt;
[[Category:Old INF Continuity]]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=...With_Vast_Seas&amp;diff=63873</id>
		<title>...With Vast Seas</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=...With_Vast_Seas&amp;diff=63873"/>
		<updated>2022-07-28T14:59:28Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: /* QuantumDelta */ Updated YouTube video link as the syntax no longer recognises the t parameter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|previous=A Blue Planet...|next=The Dragon Awakes|campaign=Blue Planet: Age of Aquarius Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MISSION 2 - PART 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[222nd Nightwolves]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Commander Samuel Bei and his wing jump to the coordinates given to them by the GTD &#039;&#039;Orestes&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
Bei, Corey and Taylor are given a set of jump coordinates that will put them in Earth orbit. Upon their arrival, they are to follow a set of patrol waypoints and report any findings back to the [[GTD Orestes|GTD &#039;&#039;Orestes&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
As soon as you start this mission, you are greeted with the sight of...a scorched planet?&lt;br /&gt;
&lt;br /&gt;
Corey&#039;s scan of the planet&#039;s surface confirms Taylor&#039;s worst fear; this is Earth, all right. A further scan of the planet&#039;s surface by you indicates that Earth was completely bombarded from orbit, and that there&#039;s nothing left. As you transmit your sensor logs to the GTD &#039;&#039;Orestes&#039;&#039; and receive an order to resume following the pre-assigned waypoints given to your wing, Corey calibrates his sensors to search for debris. You and Taylor do the same.&lt;br /&gt;
&lt;br /&gt;
Upon reaching the first waypoint, Corey announces that his sensors have picked up a faint energy signature ten kilometres away. Moments later, your radar shows the same thing&amp;amp;mdash;an untargetable purple blip. Point your ship in the direction of that blip and head towards it. Once you get to within 1000 metres of the object, your sensors identify it as a [[GTEP Hermes|&#039;&#039;Hermes&#039;&#039;-class escape pod]]. Do not destroy it.&lt;br /&gt;
&lt;br /&gt;
You report your finding to the &#039;&#039;Orestes&#039;&#039;, which dispatches an [[GTT Elysium|&#039;&#039;Elysium&#039;&#039; transport]], the GTT &#039;&#039;Cyrus&#039;&#039;, to pick it up. Once the &#039;&#039;Cyrus&#039;&#039; docks with the escape pod and leave the area, you can return to base.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* If the ruined Earth is not present in the background, or if weapon shots do not appear, please ensure the MediaVPs are installed and there is a [[mod.ini]] enabling their use with Blue Planet.&lt;br /&gt;
* Because of their emotional content, many of the lines in this mission were used in auditions for the roles of Sam, Corey and Taylor.&lt;br /&gt;
&lt;br /&gt;
==Total number of forces==&lt;br /&gt;
{{total_numbers_2&lt;br /&gt;
|belligerent_1 =[[Galactic Terran-Vasudan Alliance|GTVA]]&lt;br /&gt;
|belligerent_2 =[[Galactic Terran Alliance|GTA]]&lt;br /&gt;
|ship_1 =&lt;br /&gt;
* 1 [[GTT Elysium|GTT &#039;&#039;Elysium&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Cyrus&#039;&#039;&lt;br /&gt;
|ship_2 =&lt;br /&gt;
* 1 [[GTEP Hermes|GTEP &#039;&#039;Hermes&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Escape Pod&#039;&#039;&lt;br /&gt;
|strikecraft_1 =&lt;br /&gt;
* 3 [[GTF Aurora|GTF &#039;&#039;Aurora]]&lt;br /&gt;
** &#039;&#039;Alpha 1&#039;&#039;&lt;br /&gt;
*** Bei&lt;br /&gt;
** &#039;&#039;Alpha 2&#039;&#039;&lt;br /&gt;
*** Corey&lt;br /&gt;
** &#039;&#039;Alpha 3&#039;&#039;&lt;br /&gt;
*** Taylor&lt;br /&gt;
|strikecraft_2 =&lt;br /&gt;
|casualties_1 =&lt;br /&gt;
|casualties_2 =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;MQsRzxE0za0&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Note: This mission begins at 6:55.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Blue Planet]]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Inferno_Release_1&amp;diff=63872</id>
		<title>Inferno Release 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Inferno_Release_1&amp;diff=63872"/>
		<updated>2022-07-28T14:20:10Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: /* Notes */ FS2_Open -&amp;gt; FSO&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Inferno Release 1&#039;&#039;&#039; (&#039;&#039;&#039;INFR1&#039;&#039;&#039;) was the first [[Inferno]] mod to be released.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
* &#039;&#039;&#039;In development since:&#039;&#039;&#039; November 2000&lt;br /&gt;
* &#039;&#039;&#039;Released:&#039;&#039;&#039; July 2003&lt;br /&gt;
* &#039;&#039;&#039;Mods included&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;See [[:Category:Inferno Ships]]&#039;&#039;&lt;br /&gt;
** 1 new species&lt;br /&gt;
** New weapons&lt;br /&gt;
** Additional music files&lt;br /&gt;
&lt;br /&gt;
===Staff===&lt;br /&gt;
* Woomeister &amp;amp;mdash; &#039;&#039;Project Lead&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Senior Staff:&lt;br /&gt;
* Darkage&lt;br /&gt;
* Venom&lt;br /&gt;
* SadisticSid&lt;br /&gt;
&lt;br /&gt;
Other Staff:&lt;br /&gt;
* Alikchi&lt;br /&gt;
* Knight Templar&lt;br /&gt;
* Phreak&lt;br /&gt;
* RoachKoach&lt;br /&gt;
* Roy Fokker&lt;br /&gt;
* Sesquipedalian&lt;br /&gt;
* Si|eNt(\\/)inion&lt;br /&gt;
* Spicious&lt;br /&gt;
* Stealth&lt;br /&gt;
* StratComm&lt;br /&gt;
* Tiara&lt;br /&gt;
* Untouchable&lt;br /&gt;
&lt;br /&gt;
===Missions and Campaigns===&lt;br /&gt;
* One 14-mission campaign&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
In the year 2400, contact with [[Sol]] was established, but with dire consequences. A war between the [[Earth Alliance]] and the [[GTVA]]. A year has passed and both sides have suffered heavy losses. With reports of black ships appearing in the [[Ross 128]] system, the greatest fear of the GTVA has been realized: the [[Shivans]] have returned once again.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
At the time of its release in July 2003, INFR1 was one of the first mods&amp;amp;mdash;if not the very first mod&amp;amp;mdash;developed for &#039;&#039;FreeSpace 2&#039;&#039;. The start of its development, which began in November 2000, predates the release of the game&#039;s source code by two years. INFR1 has inherent links with the defunct [[Over the Top]] project due to it using several of the latter&#039;s released assets, and INFR1&#039;s project lead, Woomeister, being a former staff member of OTT.&lt;br /&gt;
&lt;br /&gt;
Besides the campaign included in the mod, INFR1 also contained an expansive number of additional ships and weapons not used in the campaign, which were likely intended to be used during further development of the Inferno continuity. INFR1 also included a fourth species&amp;amp;mdash;the [[Ancients]], a fan-made depiction of the very species that was [[Ancient-Shivan War (FS1)|canonically exterminated by the Shivans]].&lt;br /&gt;
&lt;br /&gt;
INFR1 was released during a period in FreeSpace 2&#039;s post-development history where other mods of a similar scale did not exist or were not released as a complete mod. For this reason, it enjoyed considerable popularity for many years and, despite its age, influenced the design and conception of elements in newer mods, such as [[Blue Planet]] and the [[Ancient-Shivan War (campaign)|Ancient-Shivan War mod]], while other campaigns and mods, such as [[Dawn of Sol]] and [[The Procyon Insurgency]], made use of ships, assets, textures, and weapon names from INFR1.&lt;br /&gt;
&lt;br /&gt;
Originally released as an installer executable, it was intended for INFR1 to be installed directly on top of an existing FreeSpace 2 installation in Windows. Compatibility patches are now bundled with some distributions of the mod in its native VP format, enabling it to run on modern versions of FSO like any other contemporary mod, irrespective of the operating system.&lt;br /&gt;
&lt;br /&gt;
Development of INFR1&#039;s sequel, [[Inferno: Release 2]], was discontinued in favour of Inferno SCP, now known as [[Inferno Nostos]], which reimagines INFR1&#039;s continuity and setting.&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
* [http://inferno.hard-light.net/ Inferno | Hard Light Productions]&lt;br /&gt;
* [http://web.archive.org/web/20091216152206/http://inferno.hard-light.net:80/R1Info.htm Inferno Release 1 | The Internet Archive]&lt;br /&gt;
* [https://www.freespacemods.net/download_95.html Download (unpatched .exe installer) | FreeSpaceMods.net]&lt;br /&gt;
* [https://www.freespacemods.net/download_353.html Inferno R1 SCP Patch v1.15 | FreeSpaceMods.net]&lt;br /&gt;
* [https://fsnebula.org/mod/InfernoClassic Inferno Classic (patched mod files) | FSNebula]&lt;br /&gt;
&lt;br /&gt;
[[Category:Inferno R1]]&lt;br /&gt;
[[Category:Old INF Continuity]]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Icarus&amp;diff=63753</id>
		<title>Icarus</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Icarus&amp;diff=63753"/>
		<updated>2022-04-28T13:32:38Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: Disambiguated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships}}&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;This article is about a ship inspired by Robotech: The Shadow Chronicles. You may be looking for [[Icarus (BP)|the Blue Planet: War in Heaven mission with the same name]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Icarus.png|thumb|right|480px|Icarus.]]&lt;br /&gt;
&lt;br /&gt;
===Tech Room Description===&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
===Credits List===&lt;br /&gt;
*Model by &#039;&#039;&#039;Snaga&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship_box&lt;br /&gt;
|type = Destroyer&lt;br /&gt;
|max_velocity = 20&lt;br /&gt;
|hitpoints = 200 000&lt;br /&gt;
|length = 3480&lt;br /&gt;
|turrets = 60&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Turrets|Turrets]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[LRBGreen]]&lt;br /&gt;
| 1&lt;br /&gt;
| [[Terran Huge Turret]]&lt;br /&gt;
| 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[BGreen]]&lt;br /&gt;
| 2&lt;br /&gt;
| [[Terran Turret]]&lt;br /&gt;
| 9&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| MGreen&lt;br /&gt;
| 2&lt;br /&gt;
| Gattling Turret&lt;br /&gt;
| 4&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[Cyclops]]&lt;br /&gt;
| 2&lt;br /&gt;
| Terran Anti-bomber Turret&lt;br /&gt;
| 12&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[Long Range Flak]]&lt;br /&gt;
| 2&lt;br /&gt;
| Terran Medium Turret&lt;br /&gt;
| 4&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[Standard Flak]]&lt;br /&gt;
| 4&lt;br /&gt;
| [[FighterKiller]]&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[AAAf]]&lt;br /&gt;
| 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Related Links:==&lt;br /&gt;
*Download:&lt;br /&gt;
**&#039;&#039;&#039;[http://www.freespacemods.net/download.php?view.536 Download | FSMods.net]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category: User-made Ships]]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Icarus_(BP)&amp;diff=63752</id>
		<title>Icarus (BP)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Icarus_(BP)&amp;diff=63752"/>
		<updated>2022-04-28T13:27:27Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: /* Notes */ Mentioned about the pre-release version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BPArticle}}&lt;br /&gt;
&lt;br /&gt;
{{Mission|previous=Sunglare|next=Dreamscape|campaign=Blue Planet: War in Heaven Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MISSION 17&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; After flying too close to the sun, Noemi Laporte is offered the chance to join the secretive Fedayeen.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
The [[UEF]] is currently at a nadir in its war with the [[GTVA]]. Task Force Wargods failed in its mission to destroy the GTD &#039;&#039;Carthage&#039;&#039; at Saturn after the GTD &#039;&#039;Imperieuse&#039;&#039; and the GTCv &#039;&#039;Hydra&#039;&#039; arrive and destroy the UEFg &#039;&#039;Katana&#039;&#039;, the UEFg &#039;&#039;Altan Orde&#039;&#039;, the UEFg &#039;&#039;Yangtze&#039;&#039;, and all of their support ships with its spinal mount plasma beams. The UEFg &#039;&#039;Indus&#039;&#039;, along with Sublieutenant Noemi Laporte and Captain Lorna Simms, barely manage to escape, the frigate doing a blind jump into deep solar orbit.&lt;br /&gt;
&lt;br /&gt;
While this is going on, the UED &#039;&#039;Toutatis&#039;&#039; and her support ships duel the GTD &#039;&#039;Atreus&#039;&#039; and her support ships in Europa orbit. The battle is close-range and intense, doing damage with flak batteries, pulse turrets, and torpedoes.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the UED &#039;&#039;Eris&#039;&#039; and her escort are in Neptune orbit, doing battle with a [[GTCv Chimera|&#039;&#039;Chimera&#039;&#039;-class corvette]], when the GTCv &#039;&#039;Marcus Glaive&#039;&#039; jumps in and fires her spinal beams amidships at the &#039;&#039;Eris&#039;&#039;; one scores a hit.&lt;br /&gt;
&lt;br /&gt;
The last scene is the UEFg &#039;&#039;Indus&#039;&#039; being rescued by the UEFg &#039;&#039;Masyaf&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After the cutscene, Laporte is introduced to al-Da&#039;wa, the leader of the Fedayeen. It is revealed that she had to be removed from Captain Simms&#039; side by force, and that the crew of the &#039;&#039;Indus&#039;&#039;, along with Captain Simms, are being moved to the Second Fleet&#039;s radiation trauma center, and that the &#039;&#039;Indus&#039;&#039; herself is returning to drydock to work up.&lt;br /&gt;
&lt;br /&gt;
While that is going on, al-Da&#039;wa offers Laporte a chance to join the Fedayeen, in order to learn the truth behind this war...or she can waste away at Captain Simms&#039; side, of no use to anyone. She chooses the former.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
This is a cutscene.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The title of this cutscene presumably references the ancient Greek myth about the young man who built wax wings to fly to the sun, and was killed by his falling to the ground after the sun melted them. Laporte can resemble Icarus at this point, having flown too close to the sun, lost her lover, and fell to earth from her highs of victory.&lt;br /&gt;
** &amp;quot;Icarus&amp;quot; is also the title of the background music accompanying the cutscene. It was composed by [[Wikipedia:Michael McCann (composer)|Michael McCann]] as the main theme for [[Wikipedia: Deus Ex: Human Revolution|&#039;&#039;Deus Ex: Human Revolution&#039;&#039;]]. A piano arrangement of this piece can be heard as incidental music throughout Acts 1 and 2.&lt;br /&gt;
* A [https://www.youtube.com/watch?v=hX9ivh6fQrQ pre-release version] of this mission focused entirely on the battle between the &#039;&#039;Toutatis&#039;&#039; and &#039;&#039;Atreus&#039;&#039; in Europa orbit, with communications from Admiral Calder to the support ships of the &#039;&#039;Toutatis&#039;&#039; suggesting that the duel between the two fleets was a feint by Calder to draw the bulk of Steele&#039;s fleet so that the Wargods can mission-kill the &#039;&#039;Carthage&#039;&#039;. The &#039;&#039;Marcus Glaive&#039;&#039; also participates in this battle and plays the exact same role towards the &#039;&#039;Toutatis&#039;&#039; as it does to the &#039;&#039;Eris&#039;&#039; in the release version.&lt;br /&gt;
&lt;br /&gt;
==Total number of forces==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This is not a complete listing, nor may it be accurate; the order of battle from the Saturn portion of the cutscene was copied from [[Delenda Est]].&#039;&#039;&lt;br /&gt;
{{total_numbers_2&lt;br /&gt;
|belligerent_1 =[[United Earth Federation|UEF]]&lt;br /&gt;
|belligerent_2 =[[Galactic Terran-Vasudan Alliance|GTVA]]&lt;br /&gt;
|ship_1 =&lt;br /&gt;
* 2 [[UED Solaris|UED &#039;&#039;Solaris&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Eris&#039;&#039;&lt;br /&gt;
** &#039;&#039;Toutatis&#039;&#039;&lt;br /&gt;
* 5 [[UEC Sanctus|UEC &#039;&#039;Sanctus&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Insuperable&#039;&#039;&lt;br /&gt;
** &#039;&#039;Kyoto&#039;&#039;&lt;br /&gt;
** &#039;&#039;Braveheart&#039;&#039;&lt;br /&gt;
** &#039;&#039;Pembina&#039;&#039;&lt;br /&gt;
** &#039;&#039;Lacrima&#039;&#039;&lt;br /&gt;
* 2 [[UEC Custos|UEC &#039;&#039;Custos&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Omega&#039;&#039; (2)&lt;br /&gt;
* 4 [[UEFg Karuna|UEFg &#039;&#039;Karuna&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Indus&#039;&#039;&lt;br /&gt;
** &#039;&#039;Yangtze&#039;&#039;&lt;br /&gt;
** &#039;&#039;Katana&#039;&#039;&lt;br /&gt;
** &#039;&#039;Altan Orde&#039;&#039;&lt;br /&gt;
* 1 [[UEA Oculus|UEA &#039;&#039;Oculus&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Hanuman&#039;&#039;&lt;br /&gt;
* 1 [[UEFg Narayana|UEFg &#039;&#039;Narayana&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Masyaf&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|ship_2 =&lt;br /&gt;
* 1 [[GTD Orion|GTD &#039;&#039;Orion&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Carthage&#039;&#039;&lt;br /&gt;
* 4 [[GTCv Deimos|GTCv &#039;&#039;Deimos&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Leander&#039;&#039;&lt;br /&gt;
** &#039;&#039;Legionary&#039;&#039;&lt;br /&gt;
** &#039;&#039;Iolanthe&#039;&#039;&lt;br /&gt;
** &#039;&#039;Deianira&#039;&#039;&lt;br /&gt;
* 4 [[GTC Aeolus|GTC &#039;&#039;Aeolus&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Joketsu&#039;&#039;&lt;br /&gt;
** &#039;&#039;Voronezh&#039;&#039;&lt;br /&gt;
** &#039;&#039;Gemini&#039;&#039;&lt;br /&gt;
** &#039;&#039;Hecaton&#039;&#039;&lt;br /&gt;
* 2 [[GTC Leviathan|GTC &#039;&#039;Leviathan&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Systema&#039;&#039;&lt;br /&gt;
** &#039;&#039;Grissom&#039;&#039;&lt;br /&gt;
* 1 [[GTD Titan|GTD &#039;&#039;Titan&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Imperieuse&#039;&#039;&lt;br /&gt;
* 1 [[GTD Erebus|GTD &#039;&#039;Erebus&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Atreus&#039;&#039;&lt;br /&gt;
* 2 [[GTCv Chimera|GTCv &#039;&#039;Chimera&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Hydra&#039;&#039;&lt;br /&gt;
** 1 &#039;&#039;Pilum&#039;&#039;&lt;br /&gt;
* 1 [[GTCv Bellerophon|GTCv &#039;&#039;Bellerophon&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Marcus Glaive&#039;&#039;&lt;br /&gt;
* 2 [[GTC Cretheus|GTC &#039;&#039;Cretheus&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039;&lt;br /&gt;
** &#039;&#039;Beta&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|strikecraft_1 =&lt;br /&gt;
* 15 [[UEF Uriel|UEF &#039;&#039;Uriel&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Alpha 1&#039;&#039;&lt;br /&gt;
*** Simms&lt;br /&gt;
** &#039;&#039;Alpha 2&#039;&#039;&lt;br /&gt;
*** Laporte&lt;br /&gt;
** &#039;&#039;Alpha 3&#039;&#039;&lt;br /&gt;
*** Levi&lt;br /&gt;
** &#039;&#039;Beta 1&#039;&#039;&lt;br /&gt;
*** Ng&#039;Mei&lt;br /&gt;
** &#039;&#039;Beta 2&#039;&#039;&lt;br /&gt;
*** Olefumi&lt;br /&gt;
** &#039;&#039;Beta 3&#039;&#039;&lt;br /&gt;
*** Cobalt&lt;br /&gt;
** &#039;&#039;Beta 4&#039;&#039;&lt;br /&gt;
*** Baritone&lt;br /&gt;
** &#039;&#039;Gamma 1&#039;&#039;&lt;br /&gt;
*** Copperhead&lt;br /&gt;
** &#039;&#039;Gamma 2&#039;&#039;&lt;br /&gt;
*** Nimbus&lt;br /&gt;
** &#039;&#039;Gamma 3&#039;&#039;&lt;br /&gt;
*** Mongoose&lt;br /&gt;
** &#039;&#039;Gamma 4&#039;&#039;&lt;br /&gt;
*** Nightlight&lt;br /&gt;
** &#039;&#039;Delta 1&#039;&#039;&lt;br /&gt;
*** Schooner&lt;br /&gt;
** &#039;&#039;Delta 2&#039;&#039;&lt;br /&gt;
*** Blood&lt;br /&gt;
** &#039;&#039;Delta 3&#039;&#039;&lt;br /&gt;
*** Cyanide&lt;br /&gt;
** &#039;&#039;Delta 4&#039;&#039;&lt;br /&gt;
*** Plaster&lt;br /&gt;
* 2 [[UEB Durga|UEB &#039;&#039;Durga&#039;&#039;]]&lt;br /&gt;
** Unknown&lt;br /&gt;
&lt;br /&gt;
|strikecraft_2 =&lt;br /&gt;
* 3 [[GTF Kulas|GTF &#039;&#039;Kulas&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Cancer&#039;&#039; (3)&lt;br /&gt;
*** 181st Bloodhounds&lt;br /&gt;
* 24 [[GTB Rhea|GTB &#039;&#039;Rhea&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Aquila&#039;&#039; (8)&lt;br /&gt;
*** 63rd Sword-and-Shield&lt;br /&gt;
** &#039;&#039;Serpens&#039;&#039; (4)&lt;br /&gt;
*** 491st Balrog&lt;br /&gt;
** &#039;&#039;Vulpex&#039;&#039; (6)&lt;br /&gt;
*** 380th Executioners&lt;br /&gt;
** &#039;&#039;Pyxis&#039;&#039; (6)&lt;br /&gt;
*** 380th Executioners&lt;br /&gt;
* 23 [[GTF Perseus|GTF &#039;&#039;Perseus&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Cepheus&#039;&#039; (3)&lt;br /&gt;
*** 181st Bloodhounds&lt;br /&gt;
** &#039;&#039;Ophiuchus&#039;&#039; (2)&lt;br /&gt;
*** 181st Bloodhounds&lt;br /&gt;
** &#039;&#039;Eridan&#039;&#039; (12)&lt;br /&gt;
*** 161st Yoshisada&lt;br /&gt;
** &#039;&#039;Hydra&#039;&#039; (6)&lt;br /&gt;
*** 202nd Lobos&lt;br /&gt;
* 25 [[GTB Artemis D.H.|GTB &#039;&#039;Artemis D.H.&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Libra&#039;&#039; (5)&lt;br /&gt;
*** 61st Kampilan&lt;br /&gt;
** &#039;&#039;Draco&#039;&#039; (8)&lt;br /&gt;
*** 61st Kampilan&lt;br /&gt;
** &#039;&#039;Auriga&#039;&#039; (6)&lt;br /&gt;
*** 491st Balrog&lt;br /&gt;
** &#039;&#039;Virgo&#039;&#039; (6)&lt;br /&gt;
*** 491st Balrog&lt;br /&gt;
* 5 [[GTF Erinyes|GTF &#039;&#039;Erinyes&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Corvus&#039;&#039; (5)&lt;br /&gt;
*** 161st Yoshisada&lt;br /&gt;
* 30 [[GTB Boanerges|GTB &#039;&#039;Boanerges&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Carina&#039;&#039; (8)&lt;br /&gt;
*** 401st Ninetails&lt;br /&gt;
** &#039;&#039;Taurus&#039;&#039; (6)&lt;br /&gt;
*** 401st Ninetailes&lt;br /&gt;
** &#039;&#039;Vela&#039;&#039; (6)&lt;br /&gt;
*** 529th Kilji&lt;br /&gt;
** &#039;&#039;Capricorn&#039;&#039; (10)&lt;br /&gt;
*** 401st Ninetails&lt;br /&gt;
* 1 [[GTF Aurora|GTF &#039;&#039;Aurora&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Corona 1&#039;&#039;&lt;br /&gt;
* 8 [[GTF Hercules Mark II|GTF &#039;&#039;Hercules Mark II&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Corona&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Octans&#039;&#039; (6)&lt;br /&gt;
*** 39th Szczerbiec&lt;br /&gt;
* 10 [[GTF Myrmidon|GTF &#039;&#039;Myrmidon&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Leo&#039;&#039; (6)&lt;br /&gt;
*** 202nd Lobos&lt;br /&gt;
** &#039;&#039;Ara&#039;&#039; (2)&lt;br /&gt;
*** 507th Goliaths&lt;br /&gt;
** &#039;&#039;Cetus&#039;&#039; (2)&lt;br /&gt;
*** 507th Goliaths&lt;br /&gt;
* 13 [[GTF Nyx|GTF &#039;&#039;Nyx&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Lyra&#039;&#039; (5)&lt;br /&gt;
*** 2nd Stormriders&lt;br /&gt;
** &#039;&#039;Caelus&#039;&#039; (6)&lt;br /&gt;
*** 212th Silver Scythes&lt;br /&gt;
** &#039;&#039;Scorpius&#039;&#039; (2)&lt;br /&gt;
*** 402nd Tulwar&lt;br /&gt;
* 6 [[GTF Atalanta|GTF &#039;&#039;Atalanta&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Cassiopeia&#039;&#039; (6)&lt;br /&gt;
*** 212th Silver Scythes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|casualties_1 =&lt;br /&gt;
* 2 [[UEC Sanctus|UEC &#039;&#039;Sanctus&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Insuperable&#039;&#039;&lt;br /&gt;
** &#039;&#039;Kyoto&#039;&#039;&lt;br /&gt;
* 3 [[UEFg Karuna|UEFg &#039;&#039;Karuna&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Yangtze&#039;&#039;&lt;br /&gt;
** &#039;&#039;Katana&#039;&#039;&lt;br /&gt;
** &#039;&#039;Altan Orde&#039;&#039;&lt;br /&gt;
* 1 [[UEA Oculus|UEA &#039;&#039;Oculus&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Hanuman&#039;&#039;&lt;br /&gt;
* 13 [[UEF Uriel|UEF &#039;&#039;Uriel&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Alpha 3&#039;&#039;&lt;br /&gt;
*** Levi&lt;br /&gt;
** &#039;&#039;Beta 1&#039;&#039;&lt;br /&gt;
*** Ng&#039;Mei&lt;br /&gt;
** &#039;&#039;Beta 2&#039;&#039;&lt;br /&gt;
*** Olefumi&lt;br /&gt;
** &#039;&#039;Beta 3&#039;&#039;&lt;br /&gt;
*** Cobalt&lt;br /&gt;
** &#039;&#039;Beta 4&#039;&#039;&lt;br /&gt;
*** Baritone&lt;br /&gt;
** &#039;&#039;Gamma 1&#039;&#039;&lt;br /&gt;
*** Copperhead&lt;br /&gt;
** &#039;&#039;Gamma 2&#039;&#039;&lt;br /&gt;
*** Nimbus&lt;br /&gt;
** &#039;&#039;Gamma 3&#039;&#039;&lt;br /&gt;
*** Mongoose&lt;br /&gt;
** &#039;&#039;Gamma 4&#039;&#039;&lt;br /&gt;
*** Nightlight&lt;br /&gt;
** &#039;&#039;Delta 1&#039;&#039;&lt;br /&gt;
*** Schooner&lt;br /&gt;
** &#039;&#039;Delta 2&#039;&#039;&lt;br /&gt;
*** Blood&lt;br /&gt;
** &#039;&#039;Delta 3&#039;&#039;&lt;br /&gt;
*** Cyanide&lt;br /&gt;
** &#039;&#039;Delta 4&#039;&#039;&lt;br /&gt;
*** Plaster&lt;br /&gt;
&lt;br /&gt;
|casualties_2 =&lt;br /&gt;
* 3 [[GTF Kulas|GTF &#039;&#039;Kulas&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Cancer&#039;&#039; (3)&lt;br /&gt;
*** 181st Bloodhounds&lt;br /&gt;
* 12 [[GTB Rhea|GTB &#039;&#039;Rhea&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Aquila&#039;&#039; (8)&lt;br /&gt;
*** 63rd Sword-and-Shield&lt;br /&gt;
** &#039;&#039;Serpens&#039;&#039; (4)&lt;br /&gt;
*** 491st Balrog&lt;br /&gt;
* 23 [[GTF Perseus|GTF &#039;&#039;Perseus&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Cepheus&#039;&#039; (3)&lt;br /&gt;
*** 181st Bloodhounds&lt;br /&gt;
** &#039;&#039;Ophiuchus&#039;&#039; (2)&lt;br /&gt;
*** 181st Bloodhounds&lt;br /&gt;
** &#039;&#039;Eridan&#039;&#039; (12)&lt;br /&gt;
*** 161st Yoshisada&lt;br /&gt;
** &#039;&#039;Hydra&#039;&#039; (6)&lt;br /&gt;
*** 202nd Lobos&lt;br /&gt;
* 13 [[GTB Artemis D.H.|GTB &#039;&#039;Artemis D.H.&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Libra&#039;&#039; (5)&lt;br /&gt;
*** 61st Kampilan&lt;br /&gt;
** &#039;&#039;Draco&#039;&#039; (8)&lt;br /&gt;
*** 61st Kampilan&lt;br /&gt;
* 5 [[GTF Erinyes|GTF &#039;&#039;Erinyes&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Corvus&#039;&#039; (5)&lt;br /&gt;
*** 161st Yoshisada&lt;br /&gt;
* 18 [[GTB Boanerges|GTB &#039;&#039;Boanerges&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Carina&#039;&#039; (8)&lt;br /&gt;
*** 401st Ninetails&lt;br /&gt;
** &#039;&#039;Capricorn&#039;&#039; (10)&lt;br /&gt;
*** 401st Ninetails&lt;br /&gt;
* 1 [[GTF Aurora|GTF &#039;&#039;Aurora&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Corona 1&#039;&#039;&lt;br /&gt;
* 8 [[GTF Hercules Mark II|GTF &#039;&#039;Hercules Mark II&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Corona&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Octans&#039;&#039; (6)&lt;br /&gt;
*** 39th Szczerbiec&lt;br /&gt;
* 10 [[GTF Myrmidon|GTF &#039;&#039;Myrmidon&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Leo&#039;&#039; (6)&lt;br /&gt;
*** 202nd Lobos&lt;br /&gt;
** &#039;&#039;Ara&#039;&#039; (2)&lt;br /&gt;
*** 507th Goliaths&lt;br /&gt;
** &#039;&#039;Cetus&#039;&#039; (2)&lt;br /&gt;
*** 507th Goliaths&lt;br /&gt;
* 7 [[GTF Nyx|GTF &#039;&#039;Nyx&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Lyra&#039;&#039; (5)&lt;br /&gt;
*** 2nd Stormriders&lt;br /&gt;
** &#039;&#039;Scorpius&#039;&#039; (2)&lt;br /&gt;
*** 402nd Tulwar&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Universal_Truth&amp;diff=63746</id>
		<title>Universal Truth</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Universal_Truth&amp;diff=63746"/>
		<updated>2022-04-23T16:25:06Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: /* Total number of forces */ Updated to make it clear that Alpha 1&amp;#039;s default ship is the Ares, but this entails a longer legend...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BPArticle}}&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;This article is about the Blue Planet: Age of Aquarius mission. You may be looking for [[Universal Truth (WiH)|the Blue Planet: War in Heaven mission with the same name]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Mission|previous=A Time for Heroes|next=Journey&#039;s End|campaign=Blue Planet: Age of Aquarius Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MISSION 22&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[222nd Nightwolves]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The 14th Battlegroup attempts to jump through the Delta Serpentis-Sol jump node and replicate the conditions that brought them to this universe in an attempt to go home.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
The &#039;&#039;Fortune&#039;&#039; and &#039;&#039;Solace&#039;&#039; have used up most of their supplies in order to sustain the fighting capabilities of the 14th Battlegroup and repair ships damaged in Shivan attacks. The entire fleet now risks running out of supplies with nowhere to go for help. For this reason, Admiral Bei has decided that the fleet will make its way back to the [[Delta Serpentis]]-[[Sol]] jump node. He is confident that, if the conditions for their original jump to Sol were replicated, the fleet will make it back to their home universe.&lt;br /&gt;
&lt;br /&gt;
Admiral Bei has also sent a private communique addressed to you only. After speaking to Rear-Admiral Carey, Commanding Officer of the [[GTD Temeraire|GTD &#039;&#039;Temeraire&#039;&#039;]], he decided not to submit you for court-martial for insubordination, disobedience and desertion, reasoning that because it is unknown how Vishnan psychic influence affects your sense of judgement and because of supporting evidence from your two wingmen, Corey and Taylor, your actions may not have been of sound judgement. That, officially, is his reason.&lt;br /&gt;
&lt;br /&gt;
The admiral, however, acknowledges the amount of courage it required for you, a former Commander, to lead an entire fleet of [[Vishnans|Vishnan]] ships, including [[Vishnan Sacred Keeper|a destroyer approaching juggernaut specifications]], into [[Delta Serpentis]] and guide them into aiding the [[GTD Orestes|&#039;&#039;Orestes&#039;&#039;]] and her battlegroup in their time of need. That is one of his two unofficial reasons.&lt;br /&gt;
&lt;br /&gt;
Concluding the communique, Admiral Bei&#039;s other unofficial reason is this: While he openly treats your testimony on Vishnan psychic communications with the same level of scepticism as Rear-Admiral Carey and Admiral Nechyev of the Terran sleeper ship &#039;&#039;Sanctuary&#039;&#039;, he concedes that he too, over the past few days, had experienced the exact same things you experienced before you merged with the Vishnans.&lt;br /&gt;
&lt;br /&gt;
Captain Kristae of the &#039;&#039;Temeraire&#039;&#039;&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;&#039;s 56th Squadron has attached a report regarding the flight records obtained from the [[GTF Pegasus|&#039;&#039;Pegasus&#039;&#039; stealth fighter]] you piloted while pursuing the two [[Vishnan Missionary|Vishnan Missonaries]] deep in the &#039;&#039;[[Knossos]]&#039;&#039; beyond N362. What the &#039;&#039;Temeraire&#039;&#039;&#039;s engineers have extracted from your flight data so far shows no trace of anything that happened to the ship out there.&lt;br /&gt;
&lt;br /&gt;
In the briefing room, your squad leader, Al&#039;faddil, gives a quick status update on the fleet&#039;s transit to the jump node. The destruction of the &#039;&#039;Sathanas&#039;&#039; has triggered several massive skirmishes between Vishnan Sacred Keepers and Shivan &#039;&#039;Sathanas&#039;&#039; juggernauts all over [[Delta Serpentis]]. The 14th Battlegroup has succeeded so far in not getting in the way of any of these conflicts, but the long-range sensors on the fleet&#039;s warships have detected a massive build-up of Vishnan and Shivan fighters at the Sol jump node&amp;amp;mdash;the 14th Battlegroup&#039;s destination.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Orestes&#039;&#039; and &#039;&#039;Temeraire&#039;&#039; are now preparing all remaining combat-ready fighters for launch immediately after the fleet jumps into the vicinity of the Delta Serpentis-Sol jump node. From there on, &#039;&#039;Orestes&#039;&#039; control will give you additional orders.&lt;br /&gt;
&lt;br /&gt;
Al&#039;faddil will be staying on the &#039;&#039;Orestes&#039;&#039; to assist in coordinating all escort fighters, while you have been given field command. He has given you permission to use his own [[GTF Erinyes|&#039;&#039;Erinyes&#039;&#039; heavy assault fighter]] for this mission.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
This is a lengthy escort mission across several warships, so choose a ship that befits a role you are comfortable with. Although Al&#039;faddil&#039;s &#039;&#039;Erinyes&#039;&#039; fighter is chosen for you by default, you have the option of swapping it out for other ships, including the [[GTF Ares|GTF &#039;&#039;Ares&#039;&#039;]]. If you prefer to do close-combat intercept, the &#039;&#039;Erinyes&#039;&#039; or [[GTF Perseus|&#039;&#039;Perseus&#039;&#039;]], armed with a [[Balor]], [[GTW Maxim]] and at least one bank of [[GTM Trebuchet|Trebuchet]]s, should do nicely. If you just want to sit around and chuck ordnance from beyond the normal range of conventional weaponry, the [[GTF Hercules Mark II|&#039;&#039;Hercules Mark II&#039;&#039;]] and &#039;&#039;Ares&#039;&#039; fighters are there for this reason. Alternatively, you can choose to fly bomber escort, but this is not recommended for less experienced players.&lt;br /&gt;
&lt;br /&gt;
This mission begins with the entire 14th Battlegroup jumping in to the area surrounding the Sol jump node. From your view port, you can see two massive warships at the node. One of them is parked directly behind the node and appeared to be of Vishnan origin, simply designated the [[Vishnan Preserver|&#039;&#039;Preserver&#039;&#039;]]; the other, parked to the left and facing the first, is more obviously a Shivan design, and shows up as the [[SSJ Dante|SJ &#039;&#039;Kalki&#039;&#039;]] on your ship&#039;s sensors. &#039;&#039;Orestes&#039;&#039; control notes that both ships are so massive, they exceed the minimum specifications for a juggernaut by at least five times.&lt;br /&gt;
&lt;br /&gt;
You order your wing, Alpha, as well as Beta and Gamma wings to form up and wait for further orders. As your wingmen do so, Beta 1 voices a question: Why are they not fighting?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Temeraire&#039;&#039; control sidesteps this question by remarking that the rotating devices of the &#039;&#039;Preserver&#039;&#039; are generating some strange energy readings in the jump node. When &#039;&#039;Orestes&#039;&#039; control asks if it is a weapon, &#039;&#039;Temeraire&#039;&#039; control returns an inconclusive response and suggests being on the alert just to be safe.&lt;br /&gt;
&lt;br /&gt;
As the fleet waits, you pick up a heated argument going on between the two alien warships.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Preserver&#039;&#039;, representing the Great Preserver Vishnu, demands that the &#039;&#039;Kalki&#039;&#039; grants the 14th Battlegroup passage. However, the &#039;&#039;Kalki&#039;&#039;, representing the Great Destroyer Shiva, refuses to do so, adding that the Terran fleet is not what the [[Shivans]] are looking for. The &#039;&#039;Kalki&#039;&#039; then asks the &#039;&#039;Preserver&#039;&#039; why the [[Vishnans]] are protecting the [[Terrans]]. The &#039;&#039;Preserver&#039;&#039; brushes the question off, stating that Shiva is no position to exercise judgement on the Terrans. The &#039;&#039;Preserver&#039;&#039; adds that the 14th Battlegroup does not belong here, rebukes Shiva for failing to fulfil its duty, and questions it over its reason for relentlessly pursuing them even when they no longer pose a danger.&lt;br /&gt;
&lt;br /&gt;
Shiva&#039;s terse reply: The Terrans are just like them. They destroy. Shiva then laments that the Terrans do not create like &amp;quot;the Brahmans of old&amp;quot; and are &amp;quot;a threat to those&amp;quot; of &amp;quot;the potential&amp;quot; they are looking for.&lt;br /&gt;
&lt;br /&gt;
Vishnu feels otherwise. Vishnu has seen the Terrans create communities where they could live peacefully alongside their former enemies, the [[Vasudans]]. They have created peace from war, a peace where the two races, once the most bitter of enemies, are now the closest of allies. Vishnu expostulates that both the Terrans and Vasudans &amp;quot;exhibited potential&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;&#039;&#039;&amp;quot;One is now extinct. Do you wish to eradicate the other as well?&amp;quot;&#039;&#039;&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An unusually long pause follows, before Shiva replies with two simple words:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;&#039;&#039;&amp;quot;We do.&amp;quot;&#039;&#039;&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As soon as you hear the &#039;&#039;Kalki&#039;&#039; utter those words, the &#039;&#039;Orestes&#039;&#039; and &#039;&#039;Temeraire&#039;&#039; pick up multiple wings of Shivan fighters and bombers jumping in all around the battlegroup. At the same time, the &#039;&#039;Preserver&#039;&#039; and &#039;&#039;Kalki&#039;&#039; begin exchanging beam salvos.&lt;br /&gt;
&lt;br /&gt;
Disregard the &#039;&#039;Preserver&#039;&#039; and &#039;&#039;Kalki&#039;&#039;. Engage incoming Shivan bombers, and be careful of bomb shockwaves.&lt;br /&gt;
&lt;br /&gt;
Just as Shivan forces come within striking distance of the 14th Battlegroup, the &#039;&#039;Preserver&#039;&#039; sends out a message to the entire fleet:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;&#039;&#039;&amp;quot;Those who we deem of potential, those who we can equate to the Brahmans of old, we implore you. The jump node is ready. We have prepared it for you. Move to the jump node, and your journey will end. Balance will be restored.&amp;quot;&#039;&#039;&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You alert the &#039;&#039;Orestes&#039;&#039;, but it was unnecessary; they caught the message as well. The &#039;&#039;Preserver&#039;&#039; has finished making alterations to the jump node to send the fleet back to your home universe. Without hesitation, the &#039;&#039;Orestes&#039;&#039; orders all ships to make a run for the node.&lt;br /&gt;
&lt;br /&gt;
Be sure to keep an eye on the overall situation. Use the F3 menu to highlight Shivan wings if need be. If any of the vulnerable cruisers come under attack, sortie your wingmen to defend them.&lt;br /&gt;
&lt;br /&gt;
You can lose up to three cruisers in this mission and still pass. Every other ship &#039;&#039;must&#039;&#039; get through to the node, no matter what happens. If you lose anything larger than a cruiser, the mission ends immediately and is considered a failure.&lt;br /&gt;
&lt;br /&gt;
The mission ends and becomes a cutscene once the &#039;&#039;Orestes&#039;&#039; jumps out. When this happens, the battlefield falls silent once again, as the two juggernauts conclude their argument.&lt;br /&gt;
&lt;br /&gt;
Vishnu expresses its disappointment at Shiva for betraying the Vishnans while pursuing its own agenda. Vishnu banishes Shiva from the Great Council formed by Brahma in the First Time. With what can only be described as universal finality, Vishnu orders Shiva to remove its brethren, the Shivans, from &amp;quot;this place&amp;quot; and never return, adding that, in time, the Vishnans will find &amp;quot;another caretaker&amp;quot; but it will not be them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;&#039;&#039;&amp;quot;We shall see about that&amp;quot;&#039;&#039;&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these unsettling words, the &#039;&#039;Kalki&#039;&#039; jumps out.&lt;br /&gt;
&lt;br /&gt;
Vishnu now turns its attention to you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;&#039;&#039;&amp;quot;Your people are safe now, Wanderer. Go now, and bring the rest of your race to enlightenment.&amp;quot;&#039;&#039;&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;&#039;&#039;&amp;quot;We will meet again when your people are ready.&amp;quot;&#039;&#039;&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* It&#039;s unclear whether the jump home would have succeeded without Vishnan assistance.&lt;br /&gt;
* The [[Spacesuit]] was originally available for use in this mission. It has been removed since the Director&#039;s Cut release of Age of Aquarius.&lt;br /&gt;
* In the original version of this mission, the &#039;&#039;Kalki&#039;&#039; would always end up dealing more damage to the &#039;&#039;Preserver&#039;&#039; as the latter is almost unable to fire back, save for one beam turret, due to positioning issues. The &#039;&#039;Preserver&#039;&#039; receives a hitpoint buff in the Director&#039;s Cut, and the sole beam turret that has an unobstructed view of the &#039;&#039;Kalki&#039;&#039; will target and destroy one of the &#039;&#039;Kalki&#039;&#039;&#039;s main beam cannons each time it fires. In this fashion, the &#039;&#039;Preserver&#039;&#039; usually ends up robbing the &#039;&#039;Kalki&#039;&#039; of any powerful forward armaments by the final cutscene.&lt;br /&gt;
* The Shivan determination to wipe out the Terran presence in [[Preserving the Balance]] was a harbinger of what is revealed here: the Shivans and Vishnans appear to be carrying on a dispute over the suitability of the Terrans and Vasudans for some unknown purpose. The Vishnans are optimistic, but the Shivans are not.&lt;br /&gt;
* Whether the Vishnans play a regulatory role, superior to the Shivans, whether they are genuinely the other side of the coin from the Shivans, and how this schema fits into the idea that the Shivans are both preservers and destroyers remains unclear.&lt;br /&gt;
* The revelations in the dialogue between the &#039;&#039;Preserver&#039;&#039; and the &#039;&#039;Kalki&#039;&#039; are ambiguous. The war between the two powers may be over, or it may continue to rage in this universe, or even between or across numerous universes.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Do not concern yourself with the fighters. Your allied fighters and warships will take care of them on their own. Focus on the Shivan bombers instead. If you go after them, you will do just fine and you will get many more kills to boot. The two [[SC Rakshasa|&#039;&#039;Rakshasa&#039;&#039; cruisers]] that jump in midway through the mission will also be taken care of eventually without your intervention.&lt;br /&gt;
&lt;br /&gt;
==Total number of forces==&lt;br /&gt;
{{total_numbers_2&lt;br /&gt;
|belligerent_1 =[[Galactic Terran-Vasudan Alliance|GTVA]]&lt;br /&gt;
* [[Vishnans]]&lt;br /&gt;
|belligerent_2 =[[Shivans]]&lt;br /&gt;
|ship_1 =&lt;br /&gt;
* 1 [[GTD Erebus|GTD &#039;&#039;Erebus&#039;&#039;]]&lt;br /&gt;
** [[GTD Orestes|&#039;&#039;Orestes&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
* 1 [[GTD Titan|GTD &#039;&#039;Titan&#039;&#039;]]&lt;br /&gt;
** [[GTD Temeraire|&#039;&#039;Temeraire&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
* 1 [[GTCv Bellerophon|GTCv &#039;&#039;Bellerophon&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Boreas&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2 [[GTCv Chimera|GTCv &#039;&#039;Chimera&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Labouchere&#039;&#039;&lt;br /&gt;
** &#039;&#039;Miranda&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 3 [[GTC Hyperion|GTC &#039;&#039;Hyperion&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Bretonia&#039;&#039;&lt;br /&gt;
** &#039;&#039;Duke&#039;&#039;&lt;br /&gt;
** &#039;&#039;Persephone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 2 [[GTL Anemoi|GTL &#039;&#039;Anemoi&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Fortune&#039;&#039;&lt;br /&gt;
** &#039;&#039;Solace&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1 [[GTD Orion Phase II|&#039;&#039;Orion&#039;&#039; Refit]]&lt;br /&gt;
** &#039;&#039;Sanctuary&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 1 [[Vishnan Preserver]]&lt;br /&gt;
** &#039;&#039;Preserver&#039;&#039;&lt;br /&gt;
|ship_2 =&lt;br /&gt;
* 1 [[SSJ Dante|SJ &#039;&#039;Kalki&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Kalki&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 2 [[SC Rakshasa|SC &#039;&#039;Rakshasa&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Dmitri&#039;&#039;&lt;br /&gt;
** &#039;&#039;Lucifuge&#039;&#039;&lt;br /&gt;
|strikecraft_1 =&lt;br /&gt;
* 1 [[GTF Ares|GTF &#039;&#039;Ares&#039;&#039;]] (*)&lt;br /&gt;
** &#039;&#039;Alpha 1&#039;&#039;&lt;br /&gt;
*** Bei&lt;br /&gt;
&lt;br /&gt;
* 2 [[GTF Erinyes|GTF &#039;&#039;Erinyes&#039;&#039;]] (**)&lt;br /&gt;
** &#039;&#039;Alpha 2&#039;&#039;&lt;br /&gt;
*** Corey&lt;br /&gt;
** &#039;&#039;Alpha 3&#039;&#039;&lt;br /&gt;
*** Taylor&lt;br /&gt;
&lt;br /&gt;
* 3 [[PTF Kulas|GTF &#039;&#039;Kulas&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Beta&#039;&#039; (3)(***)&lt;br /&gt;
** &#039;&#039;Temeraire Beta&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
* 6 [[GTF Perseus|GTF &#039;&#039;Perseus&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Gamma&#039;&#039; (3)(****)&lt;br /&gt;
** &#039;&#039;Temeraire Alpha&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
* 1 [[UTF Comanche|GTF &#039;&#039;Comanche&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Sanctuary Alpha 1&#039;&#039;&lt;br /&gt;
*** Iwakura&lt;br /&gt;
&lt;br /&gt;
* 1 [[UTF Seminole|GTF &#039;&#039;Seminole&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Sanctuary Alpha 2&#039;&#039;&lt;br /&gt;
*** Tell&lt;br /&gt;
&lt;br /&gt;
* 1 [[UTF Cherokee|GTF &#039;&#039;Cherokee&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Sanctuary Alpha 3&#039;&#039;&lt;br /&gt;
|strikecraft_2 =&lt;br /&gt;
* 6-24 [[SF Mara|SF &#039;&#039;Mara&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Brahma&#039;&#039; (6) &#039;&#039;&#039;*4 waves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 6-18 [[SF Dragon|SF &#039;&#039;Dragon&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Vishnu&#039;&#039; (6) &#039;&#039;&#039;*3 waves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 6-24 [[SB Taurvi|SB &#039;&#039;Taurvi]]&lt;br /&gt;
** &#039;&#039;Arjuna&#039;&#039; (6) &#039;&#039;&#039;*4 waves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 18-66 [[SB Nahema|SB &#039;&#039;Nahema&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Narayan&#039;&#039; (6)&lt;br /&gt;
** &#039;&#039;Rama&#039;&#039; (6) &#039;&#039;&#039;*4 waves&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Shiva&#039;&#039; (6) &#039;&#039;&#039;*6 waves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 6-12 [[SB Seraphim|SB &#039;&#039;Seraphim&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Shivore&#039;&#039; (6) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
|casualties_1 =&lt;br /&gt;
* 0-3 [[GTC Hyperion|GTC &#039;&#039;Hyperion&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Bretonia&#039;&#039;&lt;br /&gt;
** &#039;&#039;Duke&#039;&#039;&lt;br /&gt;
** &#039;&#039;Persephone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 0-3 [[PTF Kulas|GTF &#039;&#039;Kulas&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Beta&#039;&#039; (3)(***)&lt;br /&gt;
** &#039;&#039;Temeraire Beta&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
* 0-6 [[GTF Perseus|GTF &#039;&#039;Perseus&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Gamma&#039;&#039; (3)(****)&lt;br /&gt;
** &#039;&#039;Temeraire Alpha&#039;&#039; (3)&lt;br /&gt;
|casualties_2 =&lt;br /&gt;
* 0-2 [[SC Rakshasa|SC &#039;&#039;Rakshasa&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Dmitri&#039;&#039;&lt;br /&gt;
** &#039;&#039;Lucifuge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 0-24 [[SF Mara|SF &#039;&#039;Mara&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Brahma&#039;&#039; (6) &#039;&#039;&#039;*4 waves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 0-18 [[SF Dragon|SF &#039;&#039;Dragon&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Vishnu&#039;&#039; (6) &#039;&#039;&#039;*3 waves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 0-24 [[SB Taurvi|SB &#039;&#039;Taurvi]]&lt;br /&gt;
** &#039;&#039;Arjuna&#039;&#039; (6) &#039;&#039;&#039;*4 waves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 0-66 [[SB Nahema|SB &#039;&#039;Nahema&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Narayan&#039;&#039; (6)&lt;br /&gt;
** &#039;&#039;Rama&#039;&#039; (6) &#039;&#039;&#039;*4 waves&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Shiva&#039;&#039; (6) &#039;&#039;&#039;*6 waves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 0-12 [[SB Seraphim|SB &#039;&#039;Seraphim&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Shivore&#039;&#039; (6) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
(*) &#039;&#039;&#039;May be replaced with the [[GTF Hercules Mark II|GTF &#039;&#039;Hercules Mark II&#039;&#039;]], [[GTF Erinyes|GTF &#039;&#039;Erinyes&#039;&#039;]], [[GTF Perseus|GTF &#039;&#039;Perseus&#039;&#039;]], [[GTF Myrmidon|GTF &#039;&#039;Myrmidon&#039;&#039;]], [[GTB Artemis|GTB &#039;&#039;Artemis&#039;&#039;]], [[GTB Ursa|GTB &#039;&#039;Ursa&#039;&#039;]], [[GTB Boanerges|GTB &#039;&#039;Boanerges&#039;&#039;]], [[GTF Aurora|GTF &#039;&#039;Aurora&#039;&#039;]] or [[PTF Kulas|GTF &#039;&#039;Kulas&#039;&#039;]]&amp;lt;br&amp;gt;&lt;br /&gt;
(**) &#039;&#039;&#039;May be replaced with the [[GTF Hercules Mark II|GTF &#039;&#039;Hercules Mark II&#039;&#039;]], [[GTF Ares|GTF &#039;&#039;Ares&#039;&#039;]], [[GTF Perseus|GTF &#039;&#039;Perseus&#039;&#039;]], [[GTF Myrmidon|GTF &#039;&#039;Myrmidon&#039;&#039;]], [[GTB Artemis|GTB &#039;&#039;Artemis&#039;&#039;]], [[GTB Ursa|GTB &#039;&#039;Ursa&#039;&#039;]], [[GTB Boanerges|GTB &#039;&#039;Boanerges&#039;&#039;]], [[GTF Aurora|GTF &#039;&#039;Aurora&#039;&#039;]] and/or [[PTF Kulas|GTF &#039;&#039;Kulas&#039;&#039;]]&amp;lt;br&amp;gt;&lt;br /&gt;
(***) &#039;&#039;&#039;May be replaced with the [[GTF Hercules Mark II|GTF &#039;&#039;Hercules Mark II&#039;&#039;]], [[GTF Ares|GTF &#039;&#039;Ares&#039;&#039;]], [[GTF Perseus|GTF &#039;&#039;Perseus&#039;&#039;]], [[GTF Myrmidon|GTF &#039;&#039;Myrmidon&#039;&#039;]], [[GTB Artemis|GTB &#039;&#039;Artemis&#039;&#039;]], [[GTB Ursa|GTB &#039;&#039;Ursa&#039;&#039;]], [[GTB Boanerges|GTB &#039;&#039;Boanerges&#039;&#039;]] and/or [[GTF Aurora|GTF &#039;&#039;Aurora&#039;&#039;]]&amp;lt;br&amp;gt;&lt;br /&gt;
(****) &#039;&#039;&#039;May be replaced with the [[GTF Hercules Mark II|GTF &#039;&#039;Hercules Mark II&#039;&#039;]], [[GTF Ares|GTF &#039;&#039;Ares&#039;&#039;]], [[GTF Myrmidon|GTF &#039;&#039;Myrmidon&#039;&#039;]], [[GTB Artemis|GTB &#039;&#039;Artemis&#039;&#039;]], [[GTB Ursa|GTB &#039;&#039;Ursa&#039;&#039;]], [[GTB Boanerges|GTB &#039;&#039;Boanerges&#039;&#039;]], [[GTF Aurora|GTF &#039;&#039;Aurora&#039;&#039;]] and/or [[PTF Kulas|GTF &#039;&#039;Kulas&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;CiPUOEQJ2_w&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Blue Planet]]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=The_Sicilian_Defense&amp;diff=63728</id>
		<title>The Sicilian Defense</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=The_Sicilian_Defense&amp;diff=63728"/>
		<updated>2022-04-17T10:49:34Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: /* Name Origin */ Truly a 400IQ move from the GTVA.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=Endgame|previous=The King&#039;s Gambit|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 2, MISSION 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[64th Raptors]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Intelligence has discovered a Neo-Terran rallying point in [[Gamma Draconis]], and it is possible that the [[NTF Iceni|&#039;&#039;Iceni&#039;&#039;]] may jump in at this rallying point.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
The [[Neo-Terran Front]] is regrouping to take the [[Knossos]] at &amp;quot;rallying points&amp;quot;. Intelligence believes that they know the rallying point of the [[NTF Iceni|NTF &#039;&#039;Iceni&#039;&#039;]]. Alpha wing of the 64th is sortied to take down all NTF warships that arrive at this rallying point, while Beta wing provides fighter cover.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
A recommended loadout is the [[GTB Artemis|GTB &#039;&#039;Artemis&#039;&#039;]] armed with the [[GTW Prometheus S]], two banks of [[GTM Cyclops|Cyclops torpedoes]] and a missile bank of your choice.&lt;br /&gt;
&lt;br /&gt;
Like [[The King&#039;s Gambit]], this mission is also a bombing run. It is more difficult than the previous one, however, and your ability of survive a prolonged battle in a bomber is tested here.&lt;br /&gt;
&lt;br /&gt;
When you jump in, you do not see the [[NTF Iceni|&#039;&#039;Iceni&#039;&#039;]], but instead the [[FreeSpace 2 Rebel Ship Database#NTD Vindicator|&#039;&#039;Vindicator&#039;&#039;]], an [[GTD Orion|Orion-class destroyer]], and the [[FreeSpace 2 Rebel Ship Database#NTT Venture|&#039;&#039;Venture&#039;&#039;]], an [[GTT Argo|&#039;&#039;Argo&#039;&#039;-class transport]]. Destroy the &#039;&#039;Venture&#039;&#039; first. Then target the &#039;&#039;Vindicator&#039;&#039;&#039;s beam cannons and destroy them. Taking both ships out should not be too much trouble since you and your wingmen have a full loadout. As you commence your bombing run on these two ships, the Vasudans send in a [[GVCv Sobek|&#039;&#039;Sobek&#039;&#039;-class corvette]], the [[FreeSpace 2 Vasudan Ship Database#GVCv Hyksos|GVCv &#039;&#039;Hyksos&#039;&#039;]], to assist you. You have to defend this vessel. It&#039;s critical that you destroy the Vindicator&#039;s main beams before the Hyksos arrives, otherwise the corvette will probably be destroyed. Against the remaining enemy ships, the corvette should handle itself, but go ahead and lob a few bombs at the enemy to get kill points. Delta wing of Artemis bombers will also be sortied to help you out. There will be enemy fighters flying around, but Delta can take care of itself, and the enemy fighters should not pose too much of a threat to you.&lt;br /&gt;
&lt;br /&gt;
If the &#039;&#039;Hyksos&#039;&#039; is destroyed, the [[FreeSpace 2 Terran Ship Database#GTCv Diomedes|GTCv &#039;&#039;Diomedes&#039;&#039;]], a [[GTCv Deimos|&#039;&#039;Deimos&#039;&#039;-class corvette]], will jump in. Also note that if any of the NTF warships are able to escape, the mission will be aborted immediately.&lt;br /&gt;
&lt;br /&gt;
The mission lets you fly fighters instead of bombers. The Perseus is recommended, but any ship that can engage fighters will do the job. The &#039;&#039;Vindicator&#039;&#039;&#039;s left-side beam turrets are severely damaged, so you can quickly get rid of them, and pay attention to fighters onwards. The &#039;&#039;Yoshimoto&#039;&#039;, the &#039;&#039;Deimos&#039;&#039; that comes in after the &#039;&#039;Vindicator&#039;&#039; gets destroyed, will have time to fire one of its rear beams at the &#039;&#039;Hyksos&#039;&#039;. Get rid of it and continue flying intercept. The last two warships&amp;amp;mdash;a &#039;&#039;Leviathan&#039;&#039; and an &#039;&#039;Aeolus&#039;&#039;&amp;amp;mdash;won&#039;t be a threat to the &#039;&#039;Hyksos&#039;&#039; if you were fast enough. You can get a lot of kills in this mission, though not as much score as if you were flying bomber. Note that this tactic will require more time.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Destroy rebel warships&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* As with the [[FreeSpace 2 Vasudan Ship Database#GVCv Khenmu|GVCv &#039;&#039;Khenmu&#039;&#039;]] in [[Slaying Ravana]], the &#039;&#039;Hyksos&#039;&#039; brings its excellent flak and beam cover into battle, though in this mission there are too many threats to simply sit back and watch. The problem here is that the &#039;&#039;Hyksos&#039;&#039; stands a serious chance of being destroyed by the &#039;&#039;Vindicator&#039;&#039;. To prevent this, take out some of the &#039;&#039;Vindicator&#039;&#039;&#039;s portside heavy beam turrets.&lt;br /&gt;
* There&#039;s no reward for successfully protecting the &#039;&#039;Hyksos&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Name Origin==&lt;br /&gt;
The &amp;quot;&#039;&#039;Sicilian Defense&#039;&#039;&amp;quot; is an opening move in chess, where Black moves one of its off-center pawns forward in preparation for any possible attempt by White to secure control over the center of the board. This move is widely regarded as Black giving White the space to move its back row pieces forward, in exchange for Black being able to restrict (and thus dictate) where White can and should move its pieces around the board.&lt;br /&gt;
&lt;br /&gt;
The name of this mission likely alludes to the GTVA&#039;s response to the NTF&#039;s sudden movement of most of its remaining ships towards the &#039;&#039;Knossos&#039;&#039;, which itself is alluded to in the name of the preceding mission ([[The King&#039;s Gambit]]); in the context of this mission, the GTVA&#039;s objective of deploying smaller forces (note the deployment of only corvettes, and not destroyers, in this mission) to NTF rallying points is to dictate and reduce the number and type of NTF ships that make it through to the &#039;&#039;Knossos&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The name of the following mission ([[Endgame]]) is also an allusion to chess, albeit to a stage in the game and not a move played by either side.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
* [[FreeSpace_2_Terran_Ship_Database#GTCv_Diomedes|GTCv Diomedes]]&lt;br /&gt;
* [[FreeSpace_2_Rebel_Ship_Database#NTC_Alba|NTC Alba]]&lt;br /&gt;
* [[FreeSpace_2_Rebel_Ship_Database#NTC_Epigoni|NTC Epigoni]]&lt;br /&gt;
* [[FreeSpace_2_Rebel_Ship_Database#NTCv_Yoshitomo|NTCv Yoshitomo]]&lt;br /&gt;
* [[FreeSpace_2_Rebel_Ship_Database#NTD_Vindicator|NTD Vindicator]]&lt;br /&gt;
* [[FreeSpace_2_Rebel_Ship_Database#NTT_Venture|NTT Venture]]&lt;br /&gt;
* [[FreeSpace_2_Vasudan_Ship_Database#GVCv_Hyksos|GVCv Hyksos]]&lt;br /&gt;
&lt;br /&gt;
==New equipment==&lt;br /&gt;
*[[GTM Piranha]]&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM2-05.fs2|69.7 KB|Brad Johnson|54 (+1 waypoint)|12|47|22|5: Deuteronomy|Brief5}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;CLOQG4d9fnw&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;5kcKSpLkEPA&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTC_Aeolus&amp;diff=63727</id>
		<title>GTC Aeolus</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTC_Aeolus&amp;diff=63727"/>
		<updated>2022-04-17T09:26:38Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: Small spacing issue&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}The &#039;&#039;&#039;GTC &#039;&#039;Aeolus&#039;&#039;&#039;&#039;&#039; is an [[Galactic Terran-Vasudan Alliance|Allied]] [[Terrans|Terran-designed]] cruiser. It boasts more turrets in total than any other [[canon]] cruiser in the [[Freespace_2_Era_Craft|GTVA arsenal]]. Both the GTVA and the Neo-Terran Front use several of these vessels in &#039;&#039;[[FreeSpace 2]]&#039;&#039;, and the [[:Category:FreeSpace_2_Demo|FreeSpace 2 Demo]] places another in the hands of the GTVA. The &#039;&#039;FreeSpace 2&#039;&#039; tech description states that production was discontinued two years prior to [[the Second Shivan Incursion]], and only 24 were produced. However, the tech description was never made available to the player in the game, making its reliability debatable. In-game references warn of this ship&#039;s formidable anti-fighter weaponry.&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
{{shipimage|image=[[image:Gtcaeolus-old.jpg]]|caption=The GTC Aeolus}}&lt;br /&gt;
===FS2 Demo Tech Room Description===&lt;br /&gt;
The biggest, baddest, and meanest cruiser EVER. The Aeolus will smack you up.&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The GTC Aeolus is the first cruiser class ever produced by the RNI shipyards orbiting Laramis II. Only two dozen of these cruisers were put into service in GTVA fleets, with production ending in 2365. Allied Command assigns Aeolus-class ships primarily to guard slow-moving convoys against fighter and bomber wings, as these cruisers are severely out-gunned by most capital ships in service today. Their flak and AAA turrets serve as marvelous deterrents to smaller craft, however.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===Name Origin===&lt;br /&gt;
In Greek mythology, Aeolus was the ruler of the nation of Aeolia, and had the power to control the winds. He was supposed to live in an island in Southern Italy, now called &#039;&#039;Lipari&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Canon Ships===&lt;br /&gt;
22 of the 24 Aeolus cruisers are named. Over half of them are destroyed over the course of the FreeSpace 2 campaign, many on the side of the [[Neo-Terran Front]]. Named cruisers are:&lt;br /&gt;
&lt;br /&gt;
* [[FreeSpace 2 Terran Ship Database#GTC Adamant|GTC &#039;&#039;Adamant&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Terran Ship Database#GTC Agrippa|GTC &#039;&#039;Agrippa&#039;&#039;]]&lt;br /&gt;
* [[FreeSpace 2 Rebel Ship Database#NTC Alexandria|NTC &#039;&#039;Alexandria&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Terran Ship Database#GTC Ascendant|GTC &#039;&#039;Ascendant&#039;&#039;]] (simulated)&lt;br /&gt;
* [[FreeSpace 2 Terran Ship Database#GTC Ashaton|GTC &#039;&#039;Ashaton&#039;&#039;]] (simulated)&lt;br /&gt;
* [[FreeSpace 2 Rebel Ship Database#NTC Camisard|NTC &#039;&#039;Camisard&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Rebel Ship Database#NTC Epigoni|NTC &#039;&#039;Epigoni&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Terran Ship Database#GTC Ertanax|GTC &#039;&#039;Ertanax&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Rebel Ship Database#NTC Hellespont|NTC &#039;&#039;Hellespont&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Rebel Ship Database#NTC Liberty|NTC &#039;&#039;Liberty&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Rebel Ship Database#NTC Loyola|NTC &#039;&#039;Loyola&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Terran Ship Database#GTC Malta|GTC &#039;&#039;Malta&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Rebel Ship Database#NTC Mylae|NTC &#039;&#039;Mylae&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Rebel Ship Database#NTC Retribution|NTC &#039;&#039;Retribution&#039;&#039;]]&lt;br /&gt;
* [[FreeSpace 2 Rebel Ship Database#NTC Righteous|NTC &#039;&#039;Righteous&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Rebel Ship Database#NTC Saharan|NTC &#039;&#039;Saharan&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Terran Ship Database#GTC Sparta|GTC &#039;&#039;Sparta&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Terran Ship Database#GTC Stalwart|GTC &#039;&#039;Stalwart&#039;&#039;]]&lt;br /&gt;
* [[FreeSpace 2 Terran Ship Database#GTC Templar|GTC &#039;&#039;Templar&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Terran Ship Database#GTC Vigilant|GTC &#039;&#039;Vigilant&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Rebel Ship Database#NTC Vindication|NTC &#039;&#039;Vindication&#039;&#039;]]&lt;br /&gt;
* [[FreeSpace 2 Terran Ship Database#GTC Warwick|GTC &#039;&#039;Warwick&#039;&#039;]]&lt;br /&gt;
* [[FreeSpace 2 Terran Ship Database#GTC Zanthar|GTC &#039;&#039;Zanthar&#039;&#039;]] (simulated)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Cruiser|RNI Shipyards|N/A|100.0, 100.0, 80.0|30.0|N/A|N/A|38 000|N/A|272}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Turrets|Turrets]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;FreeSpace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Terran Huge Turret]]&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Standard Flak]]&lt;br /&gt;
| 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[AAAf|Anti-Fighter Beam]]&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[SGreen|Small Green Beam]]&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Modding Resources==&lt;br /&gt;
{{shipimage|image=[[Image:Gtcaeolus.jpg|650px]]|caption=The GTC Aeolus in the latest MVPs}}&lt;br /&gt;
&#039;&#039;&#039;Retail&#039;&#039;&#039;:&lt;br /&gt;
:$POF File: cruiser2t-01.pof&lt;br /&gt;
:Textures: ctile1( /c), ctile2( /c), ctile3( c/), ctile4(a/b/c), ctile5( /c), tbody(2/A), carmA, damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MediaVPs&#039;&#039;&#039;:&lt;br /&gt;
:$POF File: Aeolus.pof&lt;br /&gt;
:Credits: Nyctaeus&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:RScreen0018.jpg | The [[FreeSpace 2 Terran Ship Database#GTC Vigilant|GTC Vigilant]] on patrol.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&lt;br /&gt;
Look upon its armament, ye fighter pilots, and despair. The Aeolus is the second most effective cruiser in the game, thanks to its array of [[Standard Flak|flak]] guns and [[AAAf|AAA]] beams that make attacking it a daunting prospect. The Aeolus will make mincemeat out of an unprepared fighter wing, and going one-on-one with it at short range is a very effective method of committing suicide. Its anti-capital capability is good for a cruiser with two [[SGreen]]s; however, the mounting scheme, and the [[SGreen]] being the woefully inefficient piece of junk that it is, the Aeolus will make most warship kills by bathing them in flak fire. This is actually surprisingly effective.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s pretty hard to overestimate the effectiveness of this cruiser...it has, by far, the best anti-fighter capability of any cruiser in the game, and nearly the best of any ship in the game. As far as I&#039;m concerned only the [[GTCv Deimos|Deimos]] really outdoes it in that respect. The Aeolus, however, is no super-warship; like all cruisers, it&#039;s really ineffective in an anti-capital respect, though superior to most other cruisers. The missions of [[Portal:FreeSpace 2|FreeSpace 2]] are cruel to the Aeolus and do not show its full potential. For example, in [[Clash of the Titans II]] all of the cruisers were severely damaged,  even though at full strength Aeoli can fight off ~ 12 bomber wings and survive. In [[Their Finest Hour]] (which also causes many people to doubt the [[GTVA Colossus]]) many allied warships failed to have their beams armed, decreasing both their capital-ship weaponry and their anti-fighter defenses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the Aeolus is feared by many as the most powerful anti-fighter cruiser in the game, I must say that it is not. Despite the fact that it has many flak guns (which other Terran cruisers have a complete lack of), the Aeolus has only two anti-fighter beams, while the [[GTC Leviathan]] has four. It is not flak that kills people, rather it makes the screen pulse red. This probably gives people the illusion that it is more dangerous than the Leviathan. Beams are what do the damage; the Leviathan is the triumphant anti-fighter cruiser.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Aeolus is just about the only FS2 ship that can reliably take down a single fighter. That doesn&#039;t sound like much, but one competently flown bomber can find and exploit a weak spot in almost every other ship. However, despite the Aeolus&#039; fearsome reputation, it can be overwhelmed by a thought-out attack. If you go into FRED and do some testing, you&#039;ll notice that it only takes a wing or two of [[GTB Medusa|Medusas]] to kill this &#039;badass&#039; ship. The exact number depends on the difficulty level, as the bombers&#039; AI is better on higher difficulty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Aeolus&#039;s small structure allows just about all flak guns to fire at one target. Despite AAA beams doing the most damage, 6 flak guns on one fighter will wear your shields down very quickly and tear through your hull even faster. Plus the Leviathan can only fire one or two AAA beams at a fighter, depending on its position. The Aeolus is the best cruiser to deal with fighter attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Similar to the [[Ravana]], this ship can fire through its own hull when using its SGreens. This can be observed when the Aeolus engages a target that is off to one side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like any vessel using Standard Flak, the Aeolus&#039; combat effectiveness is strongly dependent on the ship&#039;s pilot AI class, which determines the refire rate of turret-mounted weapons. As the AI class approaches maximum the fire rate approaches the Standard Flak&#039;s tabled rate, which is absurdly high. Using a custom AI profile that removes the random turret refire delay converts the Aeolus into an awe-inspiring anti-fighter death machine.&lt;br /&gt;
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The later versions of the mediavps Aeolus include a fighterbay with working docking paths. AI-controlled ships can use this fighterbay to arrive in and depart from the mission without issue, but physically, even the tiny [[GTSh Mercury]] wouldn&#039;t fit within the fighterbay&#039;s height clearance.&lt;br /&gt;
&lt;br /&gt;
The claims the Aeolus is typically used for convoy escort are very much justified in practice - with only fighters and bombers to worry about in practice when it comes to guarding freighters and transports, the flak guns and anti-fighter beams of the Aeolus can drastically magnify the otherwise pathetic defensive armament of a [[Faustus]] or a [[Poseidon]], either by shredding incoming assault fighters targeting the transports or letting the otherwise meager guns of the civilian ships chip away at attackers while it receives their ire. This effective magnification also works well when reinforcing an outpost or guarding a cargo depot - it&#039;s hard to kill a [[Watchdog]] when you have flak raining down on you.&lt;br /&gt;
&lt;br /&gt;
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Little in the middle but she got much flak&lt;br /&gt;
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Oh my God, Becky, look at her strut&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=A_Time_for_Heroes&amp;diff=63724</id>
		<title>A Time for Heroes</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=A_Time_for_Heroes&amp;diff=63724"/>
		<updated>2022-04-11T14:29:26Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: The individual notes should be able to be read on their own; since the last one is not, it&amp;#039;s merged with the one above it. Also rephrased one of the tips with to use in-game jargon.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|previous=Find Your Way|next=Universal Truth|campaign=Blue Planet: Age of Aquarius Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MISSION 21&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[222nd Nightwolves]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Samuel Bei leads a strike against the pursuing &#039;&#039;Sathanas&#039;&#039; juggernaut.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
You wake up to find yourself in the medical ward of the [[GTD Orestes|GTD &#039;&#039;Orestes&#039;&#039;]]. As soon as you have recuperated enough, your squadron leader, Asmar Al&#039;Fadil, sends you a transmission regarding what happened to the &#039;&#039;Orestes&#039;&#039; during your tenure with the [[GTD Temeraire|GTD &#039;&#039;Temeraire&#039;&#039;]] and after the [[SJ Sathanas|&#039;&#039;Sathanas&#039;&#039; juggernaut]] destroyed the [[Vishnan Sacred Keeper]].&lt;br /&gt;
&lt;br /&gt;
Shortly after you, Corey and Taylor were sent to pursue the GTC &#039;&#039;Duke&#039;&#039;, the &#039;&#039;Orestes&#039;&#039; attempted to get the entire fleet back together. However, the [[GTD Erebus|&#039;&#039;Erebus&#039;&#039;-class]] lacks the speed and mobility of the [[GTD Titan|&#039;&#039;Titan&#039;&#039;-class]], and the &#039;&#039;Orestes&#039;&#039; ultimately failed in doing so. While in [[Ross 128]], a Shivan ambush split the &#039;&#039;Orestes&#039;&#039; and her attending ships apart from the &#039;&#039;Temeraire&#039;&#039;&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;&#039;s battlegroup, and the &#039;&#039;Orestes&#039;&#039; was forced back into [[Delta Serpentis]], where she encountered the [[SD Lucifer|&#039;&#039;Lucifer&#039;&#039;]]. The &#039;&#039;Orestes&#039;&#039;&#039;s weaponry allowed the Terran destroyer to breach the shields of the Shivan warship for the first time in recorded history, but the &#039;&#039;Lucifer&#039;&#039; still had the upper hand.&lt;br /&gt;
&lt;br /&gt;
That was when you and the [[Vishnans|Vishnan]] fleet intervened. Your timely entry saved the &#039;&#039;Orestes&#039;&#039; and her half of the 14th Battlegroup from certain doom.&lt;br /&gt;
&lt;br /&gt;
As soon as the &#039;&#039;Sathanas&#039;&#039; destroyed the Sacred Keeper, all surviving Vishnan vessels, including yours, stopped functioning. With the &#039;&#039;Sathanas&#039;&#039; approaching, the &#039;&#039;Orestes&#039;&#039; had no choice but to jump out and leave the Vishnan ships behind. It is concluded that they were probably destroyed by the &#039;&#039;Sathanas&#039;&#039; and its fighter complement. At the Delta Serpentis-Ross 128 jump node, the &#039;&#039;Orestes&#039;&#039; found you in a spacesuit, barely alive and running out of air. They do not know how you ended up there.&lt;br /&gt;
&lt;br /&gt;
Admiral Bei has taken the &#039;&#039;Orestes&#039;&#039; through to Ross 128 again and decided to split his half of the fleet up into smaller groups in order to whittle down the Sathanas&#039;s fighter complement. The plan has worked so far, as defensive measures employed by the GTCv &#039;&#039;Boreas&#039;&#039;, GTL &#039;&#039;Fortune&#039;&#039; and the other attending ships of the &#039;&#039;Orestes&#039;&#039; have succeeded in not only fending off Shivan strikes, but greatly diminishing the number of fighters the &#039;&#039;Sathanas&#039;&#039; has available. Until now, none of these ships have been engaged directly by the juggernaut; the &#039;&#039;Orestes&#039;&#039; appears to be its primary target.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Orestes&#039;&#039; has been employing hit-and-run attacks on the &#039;&#039;Sathanas&#039;&#039;, but these skirmishes have not been very successful, and the &#039;&#039;Sathanas&#039;&#039;&#039;s four frontal anti-fleet beam cannons are still working. The &#039;&#039;Orestes&#039;&#039; is also incapable of recharging her jump drives as quickly as the &#039;&#039;Sathanas&#039;&#039;, leaving the destroyer with only one option&amp;amp;mdash;the most dangerous of them all.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Orestes&#039;&#039; is left with no choice but to engage the &#039;&#039;Sathanas&#039;&#039; directly. Flying heavy bomber escort, you and the [[222nd Nightwolves]] must fly ahead of the &#039;&#039;Orestes&#039;&#039; the moment the &#039;&#039;Sathanas&#039;&#039; arrives and destroy all four of its main beam cannons before it enters firing range.&lt;br /&gt;
&lt;br /&gt;
Al&#039;Fadil adds on a final note that, if the &#039;&#039;Orestes&#039;&#039; survives, he will personally recommend your promotion.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
A recommended loadout is the [[GTB Boanerges|GTB &#039;&#039;Boanerges&#039;&#039;]], armed with a [[GTW UD-8 Kayser]] or [[GTW Maxim]] and &#039;&#039;&#039;&#039;&#039;at least&#039;&#039;&#039;&#039;&#039; two banks of [[GTM Helios|Helios torpedoes]]. While the &#039;&#039;Boanerges&#039;&#039; is not as sturdy as the [[GTB Ursa|GTB &#039;&#039;Ursa&#039;&#039;]], the increased missile capacity of the &#039;&#039;Boanerges&#039;&#039; means that two full banks of Helios torpedoes (5 per bank; 10 total) will be more than sufficient to destroy all four of the &#039;&#039;Sathanas&#039;&#039;&#039;s main guns in one pass, leaving your third and last missile bank for offence or self-defence once you are done. The increased maximum speed of the &#039;&#039;Boanerges&#039;&#039; also means that your warheads will travel at a slightly faster speed, reducing exposure time to the flak cannons of the &#039;&#039;Sathanas&#039;&#039; before hitting their intended targets, potentially allowing you to disarm the juggernaut faster and eliminating the need to call in a support ship entirely.&lt;br /&gt;
&lt;br /&gt;
You start off inside the &#039;&#039;Orestes&#039;&#039;&#039;s hangarbay, just as the destroyer receives a transmission from the &#039;&#039;Fortune&#039;&#039;. Fly out and listen to the dialogue for now.&lt;br /&gt;
&lt;br /&gt;
The logistics ship reports that she and her escorting warships have just driven off another wave of Shivan ships with no casualties and requests a status update. The &#039;&#039;Orestes&#039;&#039; replies that she has just deployed all its fighter wings and will need another ten minutes in order to jump out again. The &#039;&#039;Fortune&#039;&#039; asks if the &#039;&#039;Orestes&#039;&#039; requires additional support, adding that the two corvettes, &#039;&#039;Boreas&#039;&#039; and &#039;&#039;Miranda&#039;&#039;, can assist the destroyer if necessary. The &#039;&#039;Orestes&#039;&#039; denies any assistance, stating that the &#039;&#039;Fortune&#039;&#039; needs the two corvettes more, and that the &#039;&#039;Orestes&#039;&#039; was the only ship in the fleet that can confront the &#039;&#039;Sathanas&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Zeta 1&amp;amp;mdash;Al&#039;Fadil&amp;amp;mdash;hails you, asking if you are ready.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;so&#039;&#039; are.&lt;br /&gt;
&lt;br /&gt;
Al&#039;Fadil then announces that he is taking command over the operation. He orders Alpha wing to attack on his signal, and Delta and Epsilon wings to escort Alpha. Delta 1 acknowledges the orders.&lt;br /&gt;
&lt;br /&gt;
As soon as you see the warp hole of the &#039;&#039;Sathanas&#039;&#039; appear, hit your afterburners and head straight for it. The &#039;&#039;Sathanas&#039;&#039; will start to deploy whatever fighters it has left just as additional Shivan fighters emerge from subspace around it.&lt;br /&gt;
&lt;br /&gt;
On the &#039;&#039;Orestes&#039;&#039;&#039;s side, there are four bombers and nine escort fighters. On the Shivans&#039; end, they have seventeen fighters, with an additional twenty-one in reserve. Upon your approach to the juggernaut, one of your wingmen comments on how large and frightening the juggernaut is, him having only seen it on video. You steady his nerves, assuring him that while it is big, it can be defeated, and go on to add that, even if you die, you will be happy to do so fighting the odds for a worthy cause.&lt;br /&gt;
&lt;br /&gt;
Delta, Epsilon and Zeta wings will automatically engage any enemy that acquires a lock on you once you begin your attack run. Ignore the furball and keep going. Disarm the forward beams and then assist in the destruction of the &#039;&#039;Sathanas&#039;&#039;. A dual Helios salvo, fired at a head-on or high-deflection pass less than 200m away, while your ship is travelling at afterburner speed, is the most reliable way to ensure the destruction of a &#039;&#039;Sathanas&#039;&#039; forward beam. If a fighter is giving you trouble, order Zeta to attack it.&lt;br /&gt;
&lt;br /&gt;
Be sure to stand clear of flak fields and avoid the firing arcs of AAA beams.&lt;br /&gt;
&lt;br /&gt;
Once you destroy all four main guns, the &#039;&#039;Orestes&#039;&#039; gets the all-clear from Al&#039;Fadil to begin her attack run. The destroyer will then approach and start grinding through the &#039;&#039;Sathanas&#039;&#039;&#039;s hull with its frontal beam.&lt;br /&gt;
&lt;br /&gt;
All of a sudden, Al&#039;Fadil reports something big jumping in. A subspace portal opens up nearby, and from it emerges the [[GTD Temeraire|&#039;&#039;Temeraire&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Temeraire&#039;&#039; hails the &#039;&#039;Orestes&#039;&#039; just as her escorting corvette, the &#039;&#039;Labouchere&#039;&#039;, jumps in. The &#039;&#039;Temeraire&#039;&#039; deploys her fighter and bomber wings to assist in the attack while both warships begin to bombard the juggernaut in unison with their frontal beams. Temeraire Alpha 1 immediately hails you. It is your old wingman, Corey. He and Taylor, flying as Temeraire Alphas 1 and 2 respectively, have been promoted since your absence, and are grateful to see you again.&lt;br /&gt;
&lt;br /&gt;
Two additional subspace portals open up on the opposite side of the &#039;&#039;Sathanas&#039;&#039;, and the &#039;&#039;Boreas&#039;&#039; and &#039;&#039;Miranda&#039;&#039; emerge from them. The &#039;&#039;Boreas&#039;&#039; sends her apologies to the &#039;&#039;Orestes&#039;&#039;, but while the two corvettes were with the &#039;&#039;Fortune&#039;&#039;, they reached a decision to assist the &#039;&#039;Orestes&#039;&#039; instead.&lt;br /&gt;
&lt;br /&gt;
The mission becomes automatic from here. With the &#039;&#039;Sathanas&#039;&#039; boxed in by all five Allied warships, and its fighter complement reduced to nothing by the fighters from both the &#039;&#039;Orestes&#039;&#039; and &#039;&#039;Temeraire&#039;&#039; combined, you can throttle back to the &#039;&#039;Orestes&#039;&#039; and watch the fireworks from there.&lt;br /&gt;
&lt;br /&gt;
When the &#039;&#039;Sathanas&#039;&#039; goes down, you are given the order to return to base. Return to the &#039;&#039;Orestes&#039;&#039;&#039;s fighterbay to complete the mission.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The eventual location of Samuel Bei&#039;s body may be explained by the fact that it has been stored inside the Vishnan Sacred Keeper ever since he merged with the Great Preservers; it may have either been jettisoned from the Keeper just moments prior to its destruction at the hands of the &#039;&#039;Sathanas&#039;&#039;, or the Keeper stored his body inside itself even when it was being destroyed, and it somehow managed to escape the Keeper&#039;s destruction. Regardless, it can be said that for Samuel Bei&#039;s conscience to return to his own body, untarnished and whole, is a great miracle.&lt;br /&gt;
* Zeta 1 becomes invulnerable once his hull integrity reaches 33%, 30% or 27%; this prevents Al&#039;Fadil from being killed off during the mission.&lt;br /&gt;
* The &#039;&#039;Sathanas&#039;&#039; in this mission has a slightly different weapons loadout from a normal &#039;&#039;Sathanas&#039;&#039;, sporting additional LRSReds and more potent anti-fighter defences.&lt;br /&gt;
* If you succeed this mission, Samuel Bei is promoted to Captain in debriefing by none other than Admiral Bei Wen Jian, Commanding Officer of the &#039;&#039;Orestes&#039;&#039;, in person. The Admiral also formally re-recognises Bei as his own son. It can be assumed that success in this mission is the final key needed for the two Beis to fully and finally reconcile with each other. Despite this post-mission promotion, this is not reflected in your medal tally, as the position of Captain from the game&#039;s perspective is based on points obtained, not well-intentioned sacrifices or heroic deeds.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* The &#039;&#039;Sathanas&#039;&#039; jumps in a good distance away from the &#039;&#039;Orestes&#039;&#039;. Consider transferring all ETS power to engines while you cover the distance between both warships. Unlike most bombing runs, you actually have competent fighter escorts (and one invulnerable squadron leader among them) and capable wingmen in this mission, so defending yourself is not really an issue here.&lt;br /&gt;
* Use your target subsystem in reticle key (V by default) to select the forward beams more quickly. The &#039;&#039;Sathanas&#039;&#039; has 53 turrets, making it quite a hassle to cycle through all of them with the normal target subsystem key.&lt;br /&gt;
&lt;br /&gt;
==Total number of forces==&lt;br /&gt;
{{total_numbers_2&lt;br /&gt;
|belligerent_1 =[[Galactic Terran-Vasudan Alliance|GTVA]]&lt;br /&gt;
|belligerent_2 =[[Shivans]]&lt;br /&gt;
|ship_1 =&lt;br /&gt;
* 1 [[GTD Erebus|GTD &#039;&#039;Erebus&#039;&#039;]]&lt;br /&gt;
** [[GTD Orestes|&#039;&#039;Orestes&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
* 1 [[GTD Titan|GTD &#039;&#039;Titan&#039;&#039;]]&lt;br /&gt;
** [[GTD Temeraire|&#039;&#039;Temeraire&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
* 1 [[GTCv Bellerophon|GTCv &#039;&#039;Bellerophon&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Boreas&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2 [[GTCv Chimera|GTCv &#039;&#039;Chimera&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Miranda&#039;&#039;&lt;br /&gt;
** &#039;&#039;Labouchere&#039;&#039;&lt;br /&gt;
|ship_2 =&lt;br /&gt;
* 1 [[SJ Sathanas|SJ &#039;&#039;Sathanas&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Sathanas&#039;&#039;&lt;br /&gt;
|strikecraft_1 =&lt;br /&gt;
* 3 [[PTF Kulas|GTF &#039;&#039;Kulas&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Delta&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
* 3 [[GTF Perseus|GTF &#039;&#039;Perseus&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Epsilon&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
* 3 [[GTF Erinyes|GTF &#039;&#039;Erinyes&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Zeta 1&#039;&#039;&lt;br /&gt;
*** Al&#039;Fadil&lt;br /&gt;
** &#039;&#039;Zeta&#039;&#039; (2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 4 [[GTB Boanerges|GTB &#039;&#039;Boanerges&#039;&#039;]] (*)&lt;br /&gt;
** &#039;&#039;Alpha 1&#039;&#039;&lt;br /&gt;
*** Bei&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (3)&lt;br /&gt;
|strikecraft_2 =&lt;br /&gt;
* 4-12 [[SF Manticore|SF &#039;&#039;Manticore&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Vishnu&#039;&#039; (4) &#039;&#039;&#039;*3 waves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 4-8 [[SF Basilisk|SF &#039;&#039;Basilisk&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Shivore&#039;&#039; (4) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 6-12 [[SF Aeshma|SF &#039;&#039;Aeshma&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Rama&#039;&#039; (6) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 3-6 [[SF Dragon|SF &#039;&#039;Dragon]]&lt;br /&gt;
** &#039;&#039;Shiva&#039;&#039; (3) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
|casualties_1 =&lt;br /&gt;
* 0-3 [[PTF Kulas|GTF &#039;&#039;Kulas&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Delta&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
* 0-3 [[GTF Perseus|GTF &#039;&#039;Perseus&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Epsilon&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
* 0-2 [[GTF Erinyes|GTF &#039;&#039;Erinyes&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Zeta&#039;&#039; (2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 0-3 [[GTB Boanerges|GTB &#039;&#039;Boanerges&#039;&#039;]] (*)&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (3)&lt;br /&gt;
|casualties_2 =&lt;br /&gt;
* 1 [[SJ Sathanas|SJ &#039;&#039;Sathanas&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Sathanas&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 4-12 [[SF Manticore|SF &#039;&#039;Manticore&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Vishnu&#039;&#039; (4) &#039;&#039;&#039;*3 waves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 4-8 [[SF Basilisk|SF &#039;&#039;Basilisk&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Shivore&#039;&#039; (4) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 6-12 [[SF Aeshma|SF &#039;&#039;Aeshma&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Rama&#039;&#039; (6) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 3-6 [[SF Dragon|SF &#039;&#039;Dragon]]&lt;br /&gt;
** &#039;&#039;Shiva&#039;&#039; (3) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
(*) &#039;&#039;&#039;May be replaced with the [[GTB Zeus|GTB &#039;&#039;Zeus&#039;&#039;]] or [[GTB Ursa|GTB &#039;&#039;Ursa&#039;&#039;]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;_X4WegQ-E2U&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Blue Planet]]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=A_Time_for_Heroes&amp;diff=63668</id>
		<title>A Time for Heroes</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=A_Time_for_Heroes&amp;diff=63668"/>
		<updated>2022-01-26T15:14:08Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: /* Walkthrough */ Added an extra sentence to describe a good way to disarm the beams.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|previous=Find Your Way|next=Universal Truth|campaign=Blue Planet: Age of Aquarius Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MISSION 21&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[222nd Nightwolves]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Samuel Bei leads a strike against the pursuing &#039;&#039;Sathanas&#039;&#039; juggernaut.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
You wake up to find yourself in the medical ward of the [[GTD Orestes|GTD &#039;&#039;Orestes&#039;&#039;]]. As soon as you have recuperated enough, your squadron leader, Asmar Al&#039;Fadil, sends you a transmission regarding what happened to the &#039;&#039;Orestes&#039;&#039; during your tenure with the [[GTD Temeraire|GTD &#039;&#039;Temeraire&#039;&#039;]] and after the [[SJ Sathanas|&#039;&#039;Sathanas&#039;&#039; juggernaut]] destroyed the [[Vishnan Sacred Keeper]].&lt;br /&gt;
&lt;br /&gt;
Shortly after you, Corey and Taylor were sent to pursue the GTC &#039;&#039;Duke&#039;&#039;, the &#039;&#039;Orestes&#039;&#039; attempted to get the entire fleet back together. However, the [[GTD Erebus|&#039;&#039;Erebus&#039;&#039;-class]] lacks the speed and mobility of the [[GTD Titan|&#039;&#039;Titan&#039;&#039;-class]], and the &#039;&#039;Orestes&#039;&#039; ultimately failed in doing so. While in [[Ross 128]], a Shivan ambush split the &#039;&#039;Orestes&#039;&#039; and her attending ships apart from the &#039;&#039;Temeraire&#039;&#039;&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;&#039;s battlegroup, and the &#039;&#039;Orestes&#039;&#039; was forced back into [[Delta Serpentis]], where she encountered the [[SD Lucifer|&#039;&#039;Lucifer&#039;&#039;]]. The &#039;&#039;Orestes&#039;&#039;&#039;s weaponry allowed the Terran destroyer to breach the shields of the Shivan warship for the first time in recorded history, but the &#039;&#039;Lucifer&#039;&#039; still had the upper hand.&lt;br /&gt;
&lt;br /&gt;
That was when you and the [[Vishnans|Vishnan]] fleet intervened. Your timely entry saved the &#039;&#039;Orestes&#039;&#039; and her half of the 14th Battlegroup from certain doom.&lt;br /&gt;
&lt;br /&gt;
As soon as the &#039;&#039;Sathanas&#039;&#039; destroyed the Sacred Keeper, all surviving Vishnan vessels, including yours, stopped functioning. With the &#039;&#039;Sathanas&#039;&#039; approaching, the &#039;&#039;Orestes&#039;&#039; had no choice but to jump out and leave the Vishnan ships behind. It is concluded that they were probably destroyed by the &#039;&#039;Sathanas&#039;&#039; and its fighter complement. At the Delta Serpentis-Ross 128 jump node, the &#039;&#039;Orestes&#039;&#039; found you in a spacesuit, barely alive and running out of air. They do not know how you ended up there.&lt;br /&gt;
&lt;br /&gt;
Admiral Bei has taken the &#039;&#039;Orestes&#039;&#039; through to Ross 128 again and decided to split his half of the fleet up into smaller groups in order to whittle down the Sathanas&#039;s fighter complement. The plan has worked so far, as defensive measures employed by the GTCv &#039;&#039;Boreas&#039;&#039;, GTL &#039;&#039;Fortune&#039;&#039; and the other attending ships of the &#039;&#039;Orestes&#039;&#039; have succeeded in not only fending off Shivan strikes, but greatly diminishing the number of fighters the &#039;&#039;Sathanas&#039;&#039; has available. Until now, none of these ships have been engaged directly by the juggernaut; the &#039;&#039;Orestes&#039;&#039; appears to be its primary target.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Orestes&#039;&#039; has been employing hit-and-run attacks on the &#039;&#039;Sathanas&#039;&#039;, but these skirmishes have not been very successful, and the &#039;&#039;Sathanas&#039;&#039;&#039;s four frontal anti-fleet beam cannons are still working. The &#039;&#039;Orestes&#039;&#039; is also incapable of recharging her jump drives as quickly as the &#039;&#039;Sathanas&#039;&#039;, leaving the destroyer with only one option&amp;amp;mdash;the most dangerous of them all.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Orestes&#039;&#039; is left with no choice but to engage the &#039;&#039;Sathanas&#039;&#039; directly. Flying heavy bomber escort, you and the [[222nd Nightwolves]] must fly ahead of the &#039;&#039;Orestes&#039;&#039; the moment the &#039;&#039;Sathanas&#039;&#039; arrives and destroy all four of its main beam cannons before it enters firing range.&lt;br /&gt;
&lt;br /&gt;
Al&#039;Fadil adds on a final note that, if the &#039;&#039;Orestes&#039;&#039; survives, he will personally recommend your promotion.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
A recommended loadout is the [[GTB Boanerges|GTB &#039;&#039;Boanerges&#039;&#039;]], armed with a [[GTW UD-8 Kayser]] or [[GTW Maxim]] and &#039;&#039;&#039;&#039;&#039;at least&#039;&#039;&#039;&#039;&#039; two banks of [[GTM Helios|Helios torpedoes]]. While the &#039;&#039;Boanerges&#039;&#039; is not as sturdy as the [[GTB Ursa|GTB &#039;&#039;Ursa&#039;&#039;]], the increased missile capacity of the &#039;&#039;Boanerges&#039;&#039; means that two full banks of Helios torpedoes (5 per bank; 10 total) will be more than sufficient to destroy all four of the &#039;&#039;Sathanas&#039;&#039;&#039;s main guns in one pass, leaving your third and last missile bank for offence or self-defence once you are done. The increased maximum speed of the &#039;&#039;Boanerges&#039;&#039; also means that your warheads will travel at a slightly faster speed, reducing exposure time to the flak cannons of the &#039;&#039;Sathanas&#039;&#039; before hitting their intended targets, potentially allowing you to disarm the juggernaut faster and eliminating the need to call in a support ship entirely.&lt;br /&gt;
&lt;br /&gt;
You start off inside the &#039;&#039;Orestes&#039;&#039;&#039;s hangarbay, just as the destroyer receives a transmission from the &#039;&#039;Fortune&#039;&#039;. Fly out and listen to the dialogue for now.&lt;br /&gt;
&lt;br /&gt;
The logistics ship reports that she and her escorting warships have just driven off another wave of Shivan ships with no casualties and requests a status update. The &#039;&#039;Orestes&#039;&#039; replies that she has just deployed all its fighter wings and will need another ten minutes in order to jump out again. The &#039;&#039;Fortune&#039;&#039; asks if the &#039;&#039;Orestes&#039;&#039; requires additional support, adding that the two corvettes, &#039;&#039;Boreas&#039;&#039; and &#039;&#039;Miranda&#039;&#039;, can assist the destroyer if necessary. The &#039;&#039;Orestes&#039;&#039; denies any assistance, stating that the &#039;&#039;Fortune&#039;&#039; needs the two corvettes more, and that the &#039;&#039;Orestes&#039;&#039; was the only ship in the fleet that can confront the &#039;&#039;Sathanas&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Zeta 1&amp;amp;mdash;Al&#039;Fadil&amp;amp;mdash;hails you, asking if you are ready.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;so&#039;&#039; are.&lt;br /&gt;
&lt;br /&gt;
Al&#039;Fadil then announces that he is taking command over the operation. He orders Alpha wing to attack on his signal, and Delta and Epsilon wings to escort Alpha. Delta 1 acknowledges the orders.&lt;br /&gt;
&lt;br /&gt;
As soon as you see the warp hole of the &#039;&#039;Sathanas&#039;&#039; appear, hit your afterburners and head straight for it. The &#039;&#039;Sathanas&#039;&#039; will start to deploy whatever fighters it has left just as additional Shivan fighters emerge from subspace around it.&lt;br /&gt;
&lt;br /&gt;
On the &#039;&#039;Orestes&#039;&#039;&#039;s side, there are four bombers and nine escort fighters. On the Shivans&#039; end, they have seventeen fighters, with an additional twenty-one in reserve. Upon your approach to the juggernaut, one of your wingmen comments on how large and frightening the juggernaut is, him having only seen it on video. You steady his nerves, assuring him that while it is big, it can be defeated, and go on to add that, even if you die, you will be happy to do so fighting the odds for a worthy cause.&lt;br /&gt;
&lt;br /&gt;
Delta, Epsilon and Zeta wings will automatically engage any enemy that acquires a lock on you once you begin your attack run. Ignore the furball and keep going. Disarm the forward beams and then assist in the destruction of the &#039;&#039;Sathanas&#039;&#039;. A dual Helios salvo, fired at a head-on or high-deflection pass less than 200m away, while your ship is travelling at afterburner speed, is the most reliable way to ensure the destruction of a &#039;&#039;Sathanas&#039;&#039; forward beam. If a fighter is giving you trouble, order Zeta to attack it.&lt;br /&gt;
&lt;br /&gt;
Be sure to stand clear of flak fields and avoid the firing arcs of AAA beams.&lt;br /&gt;
&lt;br /&gt;
Once you destroy all four main guns, the &#039;&#039;Orestes&#039;&#039; gets the all-clear from Al&#039;Fadil to begin her attack run. The destroyer will then approach and start grinding through the &#039;&#039;Sathanas&#039;&#039;&#039;s hull with its frontal beam.&lt;br /&gt;
&lt;br /&gt;
All of a sudden, Al&#039;Fadil reports something big jumping in. A subspace portal opens up nearby, and from it emerges the [[GTD Temeraire|&#039;&#039;Temeraire&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Temeraire&#039;&#039; hails the &#039;&#039;Orestes&#039;&#039; just as her escorting corvette, the &#039;&#039;Labouchere&#039;&#039;, jumps in. The &#039;&#039;Temeraire&#039;&#039; deploys her fighter and bomber wings to assist in the attack while both warships begin to bombard the juggernaut in unison with their frontal beams. Temeraire Alpha 1 immediately hails you. It is your old wingman, Corey. He and Taylor, flying as Temeraire Alphas 1 and 2 respectively, have been promoted since your absence, and are grateful to see you again.&lt;br /&gt;
&lt;br /&gt;
Two additional subspace portals open up on the opposite side of the &#039;&#039;Sathanas&#039;&#039;, and the &#039;&#039;Boreas&#039;&#039; and &#039;&#039;Miranda&#039;&#039; emerge from them. The &#039;&#039;Boreas&#039;&#039; sends her apologies to the &#039;&#039;Orestes&#039;&#039;, but while the two corvettes were with the &#039;&#039;Fortune&#039;&#039;, they reached a decision to assist the &#039;&#039;Orestes&#039;&#039; instead.&lt;br /&gt;
&lt;br /&gt;
The mission becomes automatic from here. With the &#039;&#039;Sathanas&#039;&#039; boxed in by all five Allied warships, and its fighter complement reduced to nothing by the fighters from both the &#039;&#039;Orestes&#039;&#039; and &#039;&#039;Temeraire&#039;&#039; combined, you can throttle back to the &#039;&#039;Orestes&#039;&#039; and watch the fireworks from there.&lt;br /&gt;
&lt;br /&gt;
When the &#039;&#039;Sathanas&#039;&#039; goes down, you are given the order to return to base. Return to the &#039;&#039;Orestes&#039;&#039;&#039;s fighterbay to complete the mission.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The eventual location of Samuel Bei&#039;s body may be explained by the fact that it has been stored inside the Vishnan Sacred Keeper ever since he merged with the Great Preservers; it may have either been jettisoned from the Keeper just moments prior to its destruction at the hands of the &#039;&#039;Sathanas&#039;&#039;, or the Keeper stored his body inside itself even when it was being destroyed, and it somehow managed to escape the Keeper&#039;s destruction. Regardless, it can be said that for Samuel Bei&#039;s conscience to return to his own body, untarnished and whole, is a great miracle.&lt;br /&gt;
* Zeta 1 becomes invulnerable once his hull integrity reaches 33%, 30% or 27%; this prevents Al&#039;Fadil from being killed off during the mission.&lt;br /&gt;
* The &#039;&#039;Sathanas&#039;&#039; in this mission has a slightly different weapons loadout from a normal &#039;&#039;Sathanas&#039;&#039;, sporting additional LRSReds and more potent anti-fighter defences.&lt;br /&gt;
* If you succeed this mission, Samuel Bei is promoted to Captain in debriefing by none other than Admiral Bei Wen Jian, Commanding Officer of the &#039;&#039;Orestes&#039;&#039;, in person. The Admiral also formally re-recognises Bei as his own son. It can be assumed that success in this mission is the final key needed for the two Beis to fully and finally reconcile with each other.&lt;br /&gt;
* Despite the post-mission promotion, this is not reflected in your medal tally, as the position of Captain from the game&#039;s perspective is based on points obtained, not well-intentioned sacrifices or heroic deeds.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* The &#039;&#039;Sathanas&#039;&#039; jumps in a good distance away from the &#039;&#039;Orestes&#039;&#039;. Consider dumping all power to engines while you cover the distance between both warships. Unlike most bombing runs, you actually have competent fighter escorts (and one invulnerable squadron leader among them) and capable wingmen in this mission, so defending yourself is not really an issue here.&lt;br /&gt;
* Use your target subsystem in reticle key (V by default) to select the forward beams more quickly. The &#039;&#039;Sathanas&#039;&#039; has 53 turrets, making it quite a hassle to cycle through all of them with the normal target subsystem key.&lt;br /&gt;
&lt;br /&gt;
==Total number of forces==&lt;br /&gt;
{{total_numbers_2&lt;br /&gt;
|belligerent_1 =[[Galactic Terran-Vasudan Alliance|GTVA]]&lt;br /&gt;
|belligerent_2 =[[Shivans]]&lt;br /&gt;
|ship_1 =&lt;br /&gt;
* 1 [[GTD Erebus|GTD &#039;&#039;Erebus&#039;&#039;]]&lt;br /&gt;
** [[GTD Orestes|&#039;&#039;Orestes&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
* 1 [[GTD Titan|GTD &#039;&#039;Titan&#039;&#039;]]&lt;br /&gt;
** [[GTD Temeraire|&#039;&#039;Temeraire&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
* 1 [[GTCv Bellerophon|GTCv &#039;&#039;Bellerophon&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Boreas&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2 [[GTCv Chimera|GTCv &#039;&#039;Chimera&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Miranda&#039;&#039;&lt;br /&gt;
** &#039;&#039;Labouchere&#039;&#039;&lt;br /&gt;
|ship_2 =&lt;br /&gt;
* 1 [[SJ Sathanas|SJ &#039;&#039;Sathanas&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Sathanas&#039;&#039;&lt;br /&gt;
|strikecraft_1 =&lt;br /&gt;
* 3 [[PTF Kulas|GTF &#039;&#039;Kulas&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Delta&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
* 3 [[GTF Perseus|GTF &#039;&#039;Perseus&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Epsilon&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
* 3 [[GTF Erinyes|GTF &#039;&#039;Erinyes&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Zeta 1&#039;&#039;&lt;br /&gt;
*** Al&#039;Fadil&lt;br /&gt;
** &#039;&#039;Zeta&#039;&#039; (2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 4 [[GTB Boanerges|GTB &#039;&#039;Boanerges&#039;&#039;]] (*)&lt;br /&gt;
** &#039;&#039;Alpha 1&#039;&#039;&lt;br /&gt;
*** Bei&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (3)&lt;br /&gt;
|strikecraft_2 =&lt;br /&gt;
* 4-12 [[SF Manticore|SF &#039;&#039;Manticore&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Vishnu&#039;&#039; (4) &#039;&#039;&#039;*3 waves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 4-8 [[SF Basilisk|SF &#039;&#039;Basilisk&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Shivore&#039;&#039; (4) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 6-12 [[SF Aeshma|SF &#039;&#039;Aeshma&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Rama&#039;&#039; (6) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 3-6 [[SF Dragon|SF &#039;&#039;Dragon]]&lt;br /&gt;
** &#039;&#039;Shiva&#039;&#039; (3) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
|casualties_1 =&lt;br /&gt;
* 0-3 [[PTF Kulas|GTF &#039;&#039;Kulas&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Delta&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
* 0-3 [[GTF Perseus|GTF &#039;&#039;Perseus&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Epsilon&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
* 0-2 [[GTF Erinyes|GTF &#039;&#039;Erinyes&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Zeta&#039;&#039; (2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 0-3 [[GTB Boanerges|GTB &#039;&#039;Boanerges&#039;&#039;]] (*)&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (3)&lt;br /&gt;
|casualties_2 =&lt;br /&gt;
* 1 [[SJ Sathanas|SJ &#039;&#039;Sathanas&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Sathanas&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 4-12 [[SF Manticore|SF &#039;&#039;Manticore&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Vishnu&#039;&#039; (4) &#039;&#039;&#039;*3 waves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 4-8 [[SF Basilisk|SF &#039;&#039;Basilisk&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Shivore&#039;&#039; (4) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 6-12 [[SF Aeshma|SF &#039;&#039;Aeshma&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Rama&#039;&#039; (6) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 3-6 [[SF Dragon|SF &#039;&#039;Dragon]]&lt;br /&gt;
** &#039;&#039;Shiva&#039;&#039; (3) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
(*) &#039;&#039;&#039;May be replaced with the [[GTB Zeus|GTB &#039;&#039;Zeus&#039;&#039;]] or [[GTB Ursa|GTB &#039;&#039;Ursa&#039;&#039;]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;_X4WegQ-E2U&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Blue Planet]]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=A_Time_for_Heroes&amp;diff=63667</id>
		<title>A Time for Heroes</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=A_Time_for_Heroes&amp;diff=63667"/>
		<updated>2022-01-26T15:03:55Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: /* Walkthrough */ Small grammar correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|previous=Find Your Way|next=Universal Truth|campaign=Blue Planet: Age of Aquarius Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MISSION 21&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[222nd Nightwolves]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Samuel Bei leads a strike against the pursuing &#039;&#039;Sathanas&#039;&#039; juggernaut.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
You wake up to find yourself in the medical ward of the [[GTD Orestes|GTD &#039;&#039;Orestes&#039;&#039;]]. As soon as you have recuperated enough, your squadron leader, Asmar Al&#039;Fadil, sends you a transmission regarding what happened to the &#039;&#039;Orestes&#039;&#039; during your tenure with the [[GTD Temeraire|GTD &#039;&#039;Temeraire&#039;&#039;]] and after the [[SJ Sathanas|&#039;&#039;Sathanas&#039;&#039; juggernaut]] destroyed the [[Vishnan Sacred Keeper]].&lt;br /&gt;
&lt;br /&gt;
Shortly after you, Corey and Taylor were sent to pursue the GTC &#039;&#039;Duke&#039;&#039;, the &#039;&#039;Orestes&#039;&#039; attempted to get the entire fleet back together. However, the [[GTD Erebus|&#039;&#039;Erebus&#039;&#039;-class]] lacks the speed and mobility of the [[GTD Titan|&#039;&#039;Titan&#039;&#039;-class]], and the &#039;&#039;Orestes&#039;&#039; ultimately failed in doing so. While in [[Ross 128]], a Shivan ambush split the &#039;&#039;Orestes&#039;&#039; and her attending ships apart from the &#039;&#039;Temeraire&#039;&#039;&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;&#039;s battlegroup, and the &#039;&#039;Orestes&#039;&#039; was forced back into [[Delta Serpentis]], where she encountered the [[SD Lucifer|&#039;&#039;Lucifer&#039;&#039;]]. The &#039;&#039;Orestes&#039;&#039;&#039;s weaponry allowed the Terran destroyer to breach the shields of the Shivan warship for the first time in recorded history, but the &#039;&#039;Lucifer&#039;&#039; still had the upper hand.&lt;br /&gt;
&lt;br /&gt;
That was when you and the [[Vishnans|Vishnan]] fleet intervened. Your timely entry saved the &#039;&#039;Orestes&#039;&#039; and her half of the 14th Battlegroup from certain doom.&lt;br /&gt;
&lt;br /&gt;
As soon as the &#039;&#039;Sathanas&#039;&#039; destroyed the Sacred Keeper, all surviving Vishnan vessels, including yours, stopped functioning. With the &#039;&#039;Sathanas&#039;&#039; approaching, the &#039;&#039;Orestes&#039;&#039; had no choice but to jump out and leave the Vishnan ships behind. It is concluded that they were probably destroyed by the &#039;&#039;Sathanas&#039;&#039; and its fighter complement. At the Delta Serpentis-Ross 128 jump node, the &#039;&#039;Orestes&#039;&#039; found you in a spacesuit, barely alive and running out of air. They do not know how you ended up there.&lt;br /&gt;
&lt;br /&gt;
Admiral Bei has taken the &#039;&#039;Orestes&#039;&#039; through to Ross 128 again and decided to split his half of the fleet up into smaller groups in order to whittle down the Sathanas&#039;s fighter complement. The plan has worked so far, as defensive measures employed by the GTCv &#039;&#039;Boreas&#039;&#039;, GTL &#039;&#039;Fortune&#039;&#039; and the other attending ships of the &#039;&#039;Orestes&#039;&#039; have succeeded in not only fending off Shivan strikes, but greatly diminishing the number of fighters the &#039;&#039;Sathanas&#039;&#039; has available. Until now, none of these ships have been engaged directly by the juggernaut; the &#039;&#039;Orestes&#039;&#039; appears to be its primary target.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Orestes&#039;&#039; has been employing hit-and-run attacks on the &#039;&#039;Sathanas&#039;&#039;, but these skirmishes have not been very successful, and the &#039;&#039;Sathanas&#039;&#039;&#039;s four frontal anti-fleet beam cannons are still working. The &#039;&#039;Orestes&#039;&#039; is also incapable of recharging her jump drives as quickly as the &#039;&#039;Sathanas&#039;&#039;, leaving the destroyer with only one option&amp;amp;mdash;the most dangerous of them all.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Orestes&#039;&#039; is left with no choice but to engage the &#039;&#039;Sathanas&#039;&#039; directly. Flying heavy bomber escort, you and the [[222nd Nightwolves]] must fly ahead of the &#039;&#039;Orestes&#039;&#039; the moment the &#039;&#039;Sathanas&#039;&#039; arrives and destroy all four of its main beam cannons before it enters firing range.&lt;br /&gt;
&lt;br /&gt;
Al&#039;Fadil adds on a final note that, if the &#039;&#039;Orestes&#039;&#039; survives, he will personally recommend your promotion.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
A recommended loadout is the [[GTB Boanerges|GTB &#039;&#039;Boanerges&#039;&#039;]], armed with a [[GTW UD-8 Kayser]] or [[GTW Maxim]] and &#039;&#039;&#039;&#039;&#039;at least&#039;&#039;&#039;&#039;&#039; two banks of [[GTM Helios|Helios torpedoes]]. While the &#039;&#039;Boanerges&#039;&#039; is not as sturdy as the [[GTB Ursa|GTB &#039;&#039;Ursa&#039;&#039;]], the increased missile capacity of the &#039;&#039;Boanerges&#039;&#039; means that two full banks of Helios torpedoes (5 per bank; 10 total) will be more than sufficient to destroy all four of the &#039;&#039;Sathanas&#039;&#039;&#039;s main guns in one pass, leaving your third and last missile bank for offence or self-defence once you are done. The increased maximum speed of the &#039;&#039;Boanerges&#039;&#039; also means that your warheads will travel at a slightly faster speed, reducing exposure time to the flak cannons of the &#039;&#039;Sathanas&#039;&#039; before hitting their intended targets, potentially allowing you to disarm the juggernaut faster and eliminating the need to call in a support ship entirely.&lt;br /&gt;
&lt;br /&gt;
You start off inside the &#039;&#039;Orestes&#039;&#039;&#039;s hangarbay, just as the destroyer receives a transmission from the &#039;&#039;Fortune&#039;&#039;. Fly out and listen to the dialogue for now.&lt;br /&gt;
&lt;br /&gt;
The logistics ship reports that she and her escorting warships have just driven off another wave of Shivan ships with no casualties and requests a status update. The &#039;&#039;Orestes&#039;&#039; replies that she has just deployed all its fighter wings and will need another ten minutes in order to jump out again. The &#039;&#039;Fortune&#039;&#039; asks if the &#039;&#039;Orestes&#039;&#039; requires additional support, adding that the two corvettes, &#039;&#039;Boreas&#039;&#039; and &#039;&#039;Miranda&#039;&#039;, can assist the destroyer if necessary. The &#039;&#039;Orestes&#039;&#039; denies any assistance, stating that the &#039;&#039;Fortune&#039;&#039; needs the two corvettes more, and that the &#039;&#039;Orestes&#039;&#039; was the only ship in the fleet that can confront the &#039;&#039;Sathanas&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Zeta 1&amp;amp;mdash;Al&#039;Fadil&amp;amp;mdash;hails you, asking if you are ready.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;so&#039;&#039; are.&lt;br /&gt;
&lt;br /&gt;
Al&#039;Fadil then announces that he is taking command over the operation. He orders Alpha wing to attack on his signal, and Delta and Epsilon wings to escort Alpha. Delta 1 acknowledges the orders.&lt;br /&gt;
&lt;br /&gt;
As soon as you see the warp hole of the &#039;&#039;Sathanas&#039;&#039; appear, hit your afterburners and head straight for it. The &#039;&#039;Sathanas&#039;&#039; will start to deploy whatever fighters it has left just as additional Shivan fighters emerge from subspace around it.&lt;br /&gt;
&lt;br /&gt;
On the &#039;&#039;Orestes&#039;&#039;&#039;s side, there are four bombers and nine escort fighters. On the Shivans&#039; end, they have seventeen fighters, with an additional twenty-one in reserve. Upon your approach to the juggernaut, one of your wingmen comments on how large and frightening the juggernaut is, him having only seen it on video. You steady his nerves, assuring him that while it is big, it can be defeated, and go on to add that, even if you die, you will be happy to do so fighting the odds for a worthy cause.&lt;br /&gt;
&lt;br /&gt;
Delta, Epsilon and Zeta wings will automatically engage any enemy that acquires a lock on you once you begin your attack run. Ignore the furball and keep going. Disarm the forward beams and then assist in the destruction of the &#039;&#039;Sathanas&#039;&#039;. If a fighter is giving you trouble, order Zeta to attack it.&lt;br /&gt;
&lt;br /&gt;
Be sure to stand clear of flak fields and avoid the firing arcs of AAA beams.&lt;br /&gt;
&lt;br /&gt;
Once you destroy all four main guns, the &#039;&#039;Orestes&#039;&#039; gets the all-clear from Al&#039;Fadil to begin her attack run. The destroyer will then approach and start grinding through the &#039;&#039;Sathanas&#039;&#039;&#039;s hull with its frontal beam.&lt;br /&gt;
&lt;br /&gt;
All of a sudden, Al&#039;Fadil reports something big jumping in. A subspace portal opens up nearby, and from it emerges the [[GTD Temeraire|&#039;&#039;Temeraire&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Temeraire&#039;&#039; hails the &#039;&#039;Orestes&#039;&#039; just as her escorting corvette, the &#039;&#039;Labouchere&#039;&#039;, jumps in. The &#039;&#039;Temeraire&#039;&#039; deploys her fighter and bomber wings to assist in the attack while both warships begin to bombard the juggernaut in unison with their frontal beams. Temeraire Alpha 1 immediately hails you. It is your old wingman, Corey. He and Taylor, flying as Temeraire Alphas 1 and 2 respectively, have been promoted since your absence, and are grateful to see you again.&lt;br /&gt;
&lt;br /&gt;
Two additional subspace portals open up on the opposite side of the &#039;&#039;Sathanas&#039;&#039;, and the &#039;&#039;Boreas&#039;&#039; and &#039;&#039;Miranda&#039;&#039; emerge from them. The &#039;&#039;Boreas&#039;&#039; sends her apologies to the &#039;&#039;Orestes&#039;&#039;, but while the two corvettes were with the &#039;&#039;Fortune&#039;&#039;, they reached a decision to assist the &#039;&#039;Orestes&#039;&#039; instead.&lt;br /&gt;
&lt;br /&gt;
The mission becomes automatic from here. With the &#039;&#039;Sathanas&#039;&#039; boxed in by all five Allied warships, and its fighter complement reduced to nothing by the fighters from both the &#039;&#039;Orestes&#039;&#039; and &#039;&#039;Temeraire&#039;&#039; combined, you can throttle back to the &#039;&#039;Orestes&#039;&#039; and watch the fireworks from there.&lt;br /&gt;
&lt;br /&gt;
When the &#039;&#039;Sathanas&#039;&#039; goes down, you are given the order to return to base. Return to the &#039;&#039;Orestes&#039;&#039;&#039;s fighterbay to complete the mission.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The eventual location of Samuel Bei&#039;s body may be explained by the fact that it has been stored inside the Vishnan Sacred Keeper ever since he merged with the Great Preservers; it may have either been jettisoned from the Keeper just moments prior to its destruction at the hands of the &#039;&#039;Sathanas&#039;&#039;, or the Keeper stored his body inside itself even when it was being destroyed, and it somehow managed to escape the Keeper&#039;s destruction. Regardless, it can be said that for Samuel Bei&#039;s conscience to return to his own body, untarnished and whole, is a great miracle.&lt;br /&gt;
* Zeta 1 becomes invulnerable once his hull integrity reaches 33%, 30% or 27%; this prevents Al&#039;Fadil from being killed off during the mission.&lt;br /&gt;
* The &#039;&#039;Sathanas&#039;&#039; in this mission has a slightly different weapons loadout from a normal &#039;&#039;Sathanas&#039;&#039;, sporting additional LRSReds and more potent anti-fighter defences.&lt;br /&gt;
* If you succeed this mission, Samuel Bei is promoted to Captain in debriefing by none other than Admiral Bei Wen Jian, Commanding Officer of the &#039;&#039;Orestes&#039;&#039;, in person. The Admiral also formally re-recognises Bei as his own son. It can be assumed that success in this mission is the final key needed for the two Beis to fully and finally reconcile with each other.&lt;br /&gt;
* Despite the post-mission promotion, this is not reflected in your medal tally, as the position of Captain from the game&#039;s perspective is based on points obtained, not well-intentioned sacrifices or heroic deeds.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* The &#039;&#039;Sathanas&#039;&#039; jumps in a good distance away from the &#039;&#039;Orestes&#039;&#039;. Consider dumping all power to engines while you cover the distance between both warships. Unlike most bombing runs, you actually have competent fighter escorts (and one invulnerable squadron leader among them) and capable wingmen in this mission, so defending yourself is not really an issue here.&lt;br /&gt;
* Use your target subsystem in reticle key (V by default) to select the forward beams more quickly. The &#039;&#039;Sathanas&#039;&#039; has 53 turrets, making it quite a hassle to cycle through all of them with the normal target subsystem key.&lt;br /&gt;
&lt;br /&gt;
==Total number of forces==&lt;br /&gt;
{{total_numbers_2&lt;br /&gt;
|belligerent_1 =[[Galactic Terran-Vasudan Alliance|GTVA]]&lt;br /&gt;
|belligerent_2 =[[Shivans]]&lt;br /&gt;
|ship_1 =&lt;br /&gt;
* 1 [[GTD Erebus|GTD &#039;&#039;Erebus&#039;&#039;]]&lt;br /&gt;
** [[GTD Orestes|&#039;&#039;Orestes&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
* 1 [[GTD Titan|GTD &#039;&#039;Titan&#039;&#039;]]&lt;br /&gt;
** [[GTD Temeraire|&#039;&#039;Temeraire&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
* 1 [[GTCv Bellerophon|GTCv &#039;&#039;Bellerophon&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Boreas&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2 [[GTCv Chimera|GTCv &#039;&#039;Chimera&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Miranda&#039;&#039;&lt;br /&gt;
** &#039;&#039;Labouchere&#039;&#039;&lt;br /&gt;
|ship_2 =&lt;br /&gt;
* 1 [[SJ Sathanas|SJ &#039;&#039;Sathanas&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Sathanas&#039;&#039;&lt;br /&gt;
|strikecraft_1 =&lt;br /&gt;
* 3 [[PTF Kulas|GTF &#039;&#039;Kulas&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Delta&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
* 3 [[GTF Perseus|GTF &#039;&#039;Perseus&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Epsilon&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
* 3 [[GTF Erinyes|GTF &#039;&#039;Erinyes&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Zeta 1&#039;&#039;&lt;br /&gt;
*** Al&#039;Fadil&lt;br /&gt;
** &#039;&#039;Zeta&#039;&#039; (2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 4 [[GTB Boanerges|GTB &#039;&#039;Boanerges&#039;&#039;]] (*)&lt;br /&gt;
** &#039;&#039;Alpha 1&#039;&#039;&lt;br /&gt;
*** Bei&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (3)&lt;br /&gt;
|strikecraft_2 =&lt;br /&gt;
* 4-12 [[SF Manticore|SF &#039;&#039;Manticore&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Vishnu&#039;&#039; (4) &#039;&#039;&#039;*3 waves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 4-8 [[SF Basilisk|SF &#039;&#039;Basilisk&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Shivore&#039;&#039; (4) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 6-12 [[SF Aeshma|SF &#039;&#039;Aeshma&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Rama&#039;&#039; (6) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 3-6 [[SF Dragon|SF &#039;&#039;Dragon]]&lt;br /&gt;
** &#039;&#039;Shiva&#039;&#039; (3) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
|casualties_1 =&lt;br /&gt;
* 0-3 [[PTF Kulas|GTF &#039;&#039;Kulas&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Delta&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
* 0-3 [[GTF Perseus|GTF &#039;&#039;Perseus&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Epsilon&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
* 0-2 [[GTF Erinyes|GTF &#039;&#039;Erinyes&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Zeta&#039;&#039; (2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 0-3 [[GTB Boanerges|GTB &#039;&#039;Boanerges&#039;&#039;]] (*)&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (3)&lt;br /&gt;
|casualties_2 =&lt;br /&gt;
* 1 [[SJ Sathanas|SJ &#039;&#039;Sathanas&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Sathanas&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 4-12 [[SF Manticore|SF &#039;&#039;Manticore&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Vishnu&#039;&#039; (4) &#039;&#039;&#039;*3 waves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 4-8 [[SF Basilisk|SF &#039;&#039;Basilisk&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Shivore&#039;&#039; (4) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 6-12 [[SF Aeshma|SF &#039;&#039;Aeshma&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Rama&#039;&#039; (6) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 3-6 [[SF Dragon|SF &#039;&#039;Dragon]]&lt;br /&gt;
** &#039;&#039;Shiva&#039;&#039; (3) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
(*) &#039;&#039;&#039;May be replaced with the [[GTB Zeus|GTB &#039;&#039;Zeus&#039;&#039;]] or [[GTB Ursa|GTB &#039;&#039;Ursa&#039;&#039;]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;_X4WegQ-E2U&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Blue Planet]]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Bearbaiting&amp;diff=63666</id>
		<title>Bearbaiting</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Bearbaiting&amp;diff=63666"/>
		<updated>2022-01-26T15:00:07Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: /* Tips */ Removed a vague tip that has actually been mentioned in more detail in the walkthrough. Also touched up the wording of the first tip for consistency.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=High Noon|previous=A Flaming Sword|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 3, MISSION 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[203rd Scorpions]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The 203rd are scrambled to destroy the forward beam cannons of the Sathanas juggernaut.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
The SJ Sathanas entered Gamma Draconis, despite the destruction of the Knossos portal. The bulk of the Allied Fleet is amassing in Capella and Alpha wing of the 203rd must destroy at least two of the Sathanas&#039; forward beam cannons to give the GTVA Colossus a fighting chance. In the meantime, Delta wing will be tasked with destroying the juggernaut&#039;s flak guns. Beta and Epsilon wings will provide cover for Alpha and Delta respectively.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
This is a scramble mission, so you cannot select your loadout. You will be flying the [[GVB Bakha]], armed with a [[GTW Mekhu HL-7]], [[GTW Akheton SDG]], a bank of [[GTM Trebuchet]]s and a bank of [[GTM Helios|Helios torpedoes]].&lt;br /&gt;
&lt;br /&gt;
Divert all gun energy to shields, but leave the engines as they are. Increasing engine energy in a Bakha does not do anything save increase afterburner recharge rate, and your Mekhu HL-7 is incredibly energy-efficient and shouldn&#039;t need much recharge. On higher difficulty levels, you will need to call in your reinforcement wing immediately; calling in the support ship also makes your wingmen survive a lot longer, somehow, because it apparently distracts the Shivan fighters. If possible without wasting time or missiles, kill the two nearby Basilisks as this will make Beta Wing&#039;s (your fighter escort) job much easier. Approach on the [[SJ Sathanas]] on afterburners at ludicrous speed, firing an equal load of Trebuchets at each of its two forward flak turrets. As soon as you&#039;re out of Trebuchets, switch to the [[GTM Helios|Helios]] and target the nearest frontal beam. Now you have to bomb the turret from the correct angle; if you fail to destroy each turret with only two bombs, your chances of taking out all of them are slim. Try to release your bombs at under 200m going at maximum speed (with afterburners). You get the most damage if you approach a turret from the forward hemisphere. Now barrel in on the flak cannons, quickly destroying what&#039;s left of them using Mekhu (&#039;&#039;not&#039;&#039; Akheton, which does little damage on them for some reason).&lt;br /&gt;
&lt;br /&gt;
You will have less chance to follow the trick above in the case of the second turret. Target the second turret and try to acquire a lock on it. Hit your burners and fire the [[GTM Helios]] warheads at close range. Call in support, ignoring anything in your vicinity. When you&#039;re waiting for the support ship, you can put your shields at full and totally disregard any flak, but fighters will still wax you. With practice, you can shoot down all four big beam cannons on the Sathanas. Do &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; entrust the AI with destroying the turrets. They are too stupid to do anything complicated.&lt;br /&gt;
&lt;br /&gt;
When the Sathanas departs (and your performance is assessed on-site), Command will inform you that a [[SD Demon|Demon-class destroyer]], the Beleth, is about to jump in. Command deploys the Thebes, a [[GVCv Sobek|Sobek-class corvette]], and Gamma wing to assist. Your new objective is to destroy its beam turrets and destroy it before it escapes. The [[GTM Trebuchet]]s are good against its anti-fighter turrets, but use the [[GTM Helios]] to attack the ship&#039;s beam cannons. The Beleth has only one wing and two waves of Aeshma escorts, which you should quickly take care of to keep your wingmen alive. Disable the Beleth by doing a quick Helios run on its engines, and you&#039;ll have all the time in the world to kill it.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Neutralize Sathanas forward beam cannon 1&lt;br /&gt;
** Neutralize Sathanas forward beam cannon 2&lt;br /&gt;
** Neutralize Sathanas forward beam cannon 3&lt;br /&gt;
** Neutralize Sathanas forward beam cannon 4&lt;br /&gt;
** Destroy the Beleth&lt;br /&gt;
* Secondary Objectives:&lt;br /&gt;
** Destroy Sathanas forward flak batteries&lt;br /&gt;
** Destroy Beleth primary beam turret 1&lt;br /&gt;
** Destroy Beleth primary beam turret 2&lt;br /&gt;
** Destroy Beleth primary beam turret 3&lt;br /&gt;
* Bonus Objectives:&lt;br /&gt;
** Destroy Sathanas rear beam cannon&lt;br /&gt;
&lt;br /&gt;
===[[Awardable_Medals#FreeSpace_2_Medals|Medals]]===&lt;br /&gt;
&lt;br /&gt;
You will obtain a &#039;&#039;&#039;Nebula Campaign Victory Star&#039;&#039;&#039; for eliminating &#039;&#039;&#039;all 4 Sathanas forward beam cannons&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;However:&#039;&#039;&#039; you will not obtain this medal until &#039;&#039;after&#039;&#039; [[High Noon]].&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* If you have trouble targeting a turret, try centering the turret in your HUD and pressing the &amp;quot;Target Subsystem in Reticle&amp;quot; key (&amp;lt;code&amp;gt;v&amp;lt;/code&amp;gt; by default).&lt;br /&gt;
* Protecting the Thebes is not an objective. If it is destroyed by the Beleth, Commander Habu will only lament its loss, but you will not be punished.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The Beleth does not make any further appearances in the campaign even if it survives this mission despite it using the same jump node as the Sathanas to depart.&lt;br /&gt;
* By default, a Bakha is incapable of carrying Helios torpedoes in its missile banks. It is only able to do so in this mission, as well as the next one, due to the Scramble flag forcing ship loadouts regardless of weapons compatibility.&lt;br /&gt;
* Depending on your system setup, the Phoenicia may sometimes be destroyed while jumping out. While its departure cue, which triggers when the destroyer&#039;s hull integrity drops below 4%, makes it invulnerable the moment it starts to jump out, the main guns of the Sathanas may occasionally reduce the Phoenicia&#039;s hull integrity from 4% to 0% &#039;&#039;faster&#039;&#039; than the time taken for the departure cue to trigger.&lt;br /&gt;
* If this mission is played on Very Easy or Easy difficulty, you become invulnerable for the duration of the Sathanas departing.&lt;br /&gt;
* When the Thebes jumps in, it says, &amp;quot;This is the Thebes. We have emerged within a large debris field, Command.&amp;quot; It is possible that the Thebes is referring to the debris of the fleet the Sathanas decimated prior to your wing jumping in, the debris from NTF ships destroyed during [[The King&#039;s Gambit]] (which takes place at the same jump node), or the debris of the Phoenicia, if it is destroyed. However, the mission does not feature any ships set to be destroyed before the mission, and if the Phoenicia is able to jump out before being pulverised by the Sathanas, there is no debris field to begin with.&lt;br /&gt;
* The Thebes has a kill score of 1000, although it being a friendly unit means the player cannot get the kill for it. The reason for this is probably due to the fact that in retail FRED, score values did not change when the ship class was changed; in this case, Volition probably added a Typhon and then later changed it to a Sobek. This is supported by the content of the debriefing texts in this mission, which describe the Thebes as a destroyer.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
*[[FreeSpace_2_Terran_Ship_Database#GTD_Phoenicia|GTD Phoenicia]]&lt;br /&gt;
*[[FreeSpace_2_Vasudan_Ship_Database#GVCv_Thebes|GVCv Thebes]]&lt;br /&gt;
*[[FreeSpace_2_Shivan_Ship_Database#SD_Beleth|SD Beleth]]&lt;br /&gt;
*[[FreeSpace_2_Shivan_Ship_Database#SJ_Sathanas_01|SJ Sathanas 01]]&lt;br /&gt;
&lt;br /&gt;
==New equipment==&lt;br /&gt;
* [[GVB Bakha]]&lt;br /&gt;
* [[GTM Trebuchet]]&lt;br /&gt;
* [[GTM Helios]]&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM3-01.fs2|75.8 KB|James Agay|34 (+3 waypoints)|8|49|36|4: Numbers|Brief4}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;HG9wg9OGICU&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;G_gIz7TVIk8&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=BVas&amp;diff=63473</id>
		<title>BVas</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=BVas&amp;diff=63473"/>
		<updated>2021-08-09T09:09:22Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: Removed the Description section (there is none in the game)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;BVas&#039;&#039;&#039; is a heavy beam cannon used by the [[Vasudans]] in FreeSpace 2, forming the main anti-capital ship capabilities of the [[GVD Hatshepsut|&#039;&#039;Hatshepsut&#039;&#039;-class destroyer]] and older [[GVD Typhon|&#039;&#039;Typhon&#039;&#039;-class destroyer]]s still serving the [[Galactic Terran-Vasudan Alliance|GTVA]] during the [[NTF Rebellion]] and [[Second Shivan Incursion]]. The BVas is the most powerful beam cannon ever made by the Vasudans and is very similar to the [[BGreen]] in every respect.&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Beam|4 000|24|3.7|Direct|1|6 050|933|22 385}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The BVas is the first beam a novice FS2 pilot will see in action, when the [[GVD Psamtik|GVD &#039;&#039;Psamtik&#039;&#039;]] destroys the &#039;&#039;Belisarius&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|The statistics don&#039;t show it but the BVas actually does marginally more damage a minute than the [[BGreen]]; it is a highly effective weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Calculations point out that this weapon has a yield equivalent to approximately 34.6 GT (Gigatons of TNT) per pulse.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=EAD_Lindos&amp;diff=63420</id>
		<title>EAD Lindos</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=EAD_Lindos&amp;diff=63420"/>
		<updated>2021-07-11T12:44:58Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: /* Veteran Comments */ Even MORE grammar. Also semantics or something like that...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Inferno_Ships}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;EAD &#039;&#039;Lindos&#039;&#039;&#039;&#039;&#039; is an oddly shaped [[Earth Alliance]] destroyer. It is, however, one of the most ferocious ships ever seen. With its numerous beam cannons, a Lindos can easily cripple any opponent.&lt;br /&gt;
&lt;br /&gt;
[[Image:eadlindos.jpg|thumb|right|350px|EAD Lindos as seen in INFR1]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Lindos_midpoly.jpg|thumb|right|350px|First rework.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:EAD_Lindos.jpg|thumb|right|350px|Second rework, as seen in [[Inferno Nostos]] release.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Nulindoswiki.jpg|thumb|right|350px|Lindos 2019 with PBR textures]]&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===Inferno R1 Description===&lt;br /&gt;
The huge Lindos-class is probably the most oddly-designed warship ever constructed by mankind. Bristling with dozens of beam cannons and rapid fire turrets, nearly all of her firepower is concentrated on her forward quarter. Allied Command has lost several destroyers to Lindos strikes, as they are capable of delivering a crippling assault the moment they get into beam range.&lt;br /&gt;
&lt;br /&gt;
===[[Inferno Nostos]] Description===&lt;br /&gt;
&lt;br /&gt;
Martian strike destroyer.&lt;br /&gt;
&lt;br /&gt;
If there are places a warship should never dare to go, in front of a Lindos destroyer must surely be one of them. Five beam cannons and three heavy torpedo launchers lets the Lindos rival even the formidable Boreas class in frontal firepower. Fortunately, the Lindos has no other heavy armaments other than those mounted on the forward quarter, and the torpedo launchers have an extremely limited ammunition capacity, causing many Lindos captains to have to commit to battle without a supply of deadly long-range torpedoes at their disposal. Anti-fighter arnmanent is particularly weak in the forward quarter of the Lindos, meaning the best protection against a Lindos shock jump is often a vigilant fighter screen.&lt;br /&gt;
&lt;br /&gt;
===Name origin===&lt;br /&gt;
&lt;br /&gt;
Lindos is a town on the Rhodes island.&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
*Original model by &#039;&#039;&#039;Woomeister&#039;&#039;&#039;&lt;br /&gt;
*First HTL by &#039;&#039;&#039;c914&#039;&#039;&#039;&lt;br /&gt;
**Textures by &#039;&#039;FreeSpaceKing&#039;&#039;&lt;br /&gt;
*Second HTL by &#039;&#039;&#039;Nyctaeus&#039;&#039;&#039;&lt;br /&gt;
*2019 rework by &#039;&#039;&#039;Nyctaeus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
Originally reworked in 2016, I decided to rework it again to keep Lindos consistent with the rest of PBR EA ships.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Destroyer|Earth Alliance|N/A|18.0|N/A|N/A|170000|N/A|N/A}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Turrets|Turrets]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Inferno R1&#039;&#039;&#039;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#300505;&amp;quot;| &#039;&#039;&#039;Inferno: Nostos&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| EA Turret&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Heavy Flak]]&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Hell Storm&lt;br /&gt;
| 11&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| EA RFT&lt;br /&gt;
| 11&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SSilver&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| BSilv&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
&lt;br /&gt;
{{comment|&#039;&#039;It may look like a clown&#039;s idea of a building that can fly in space, but don&#039;t be fooled. The Lindos is one of the most dangerous warships in INFR1 simply because of its insane forward firepower. 10 beams mean that it can easily annihilate a small fleet on its own within minutes, or even a destroyer as heavily armed as the Boreas within a few &#039;&#039;&#039;seconds&#039;&#039;&#039;. Pre-emptive surgical strikes on this ship to strip it of its weaponry is a necessity if one is escorting warships against it.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The 2019 version has unique submodels of the spinal beam cannons. About half of the total length of its frontal extrusions are actually the turrets themselves, making them easy to be destroyed from different angles. If you make a head-on charge to strip an enemy Lindos of its teeth and end up fried by its opening salvo, you should approach the destroyer from a different direction when you retry the mission.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Inferno Ships]]&lt;br /&gt;
[[Category:User-made Ships]]&lt;br /&gt;
&lt;br /&gt;
*Inferno: Nostos [https://www.hard-light.net/forums/index.php?topic=94800 Release thread | Hard-light forums]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Bearbaiting&amp;diff=63390</id>
		<title>Bearbaiting</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Bearbaiting&amp;diff=63390"/>
		<updated>2021-06-13T09:13:07Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: /* Notes */ Tried to remove fluff and ambiguous language in the note mentioning the Phoenicia&amp;#039;s destruction.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=High Noon|previous=A Flaming Sword|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 3, MISSION 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[203rd Scorpions]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The 203rd are scrambled to destroy the forward beam cannons of the Sathanas juggernaut.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
The SJ Sathanas entered Gamma Draconis, despite the destruction of the Knossos portal. The bulk of the Allied Fleet is amassing in Capella and Alpha wing of the 203rd must destroy at least two of the Sathanas&#039; forward beam cannons to give the GTVA Colossus a fighting chance. In the meantime, Delta wing will be tasked with destroying the juggernaut&#039;s flak guns. Beta and Epsilon wings will provide cover for Alpha and Delta respectively.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
This is a scramble mission, so you cannot select your loadout. You will be flying the [[GVB Bakha]], armed with a [[GTW Mekhu HL-7]], [[GTW Akheton SDG]], a bank of [[GTM Trebuchet]]s and a bank of [[GTM Helios|Helios torpedoes]].&lt;br /&gt;
&lt;br /&gt;
Divert all gun energy to shields, but leave the engines as they are. Increasing engine energy in a Bakha does not do anything save increase afterburner recharge rate, and your Mekhu HL-7 is incredibly energy-efficient and shouldn&#039;t need much recharge. On higher difficulty levels, you will need to call in your reinforcement wing immediately; calling in the support ship also makes your wingmen survive a lot longer, somehow, because it apparently distracts the Shivan fighters. If possible without wasting time or missiles, kill the two nearby Basilisks as this will make Beta Wing&#039;s (your fighter escort) job much easier. Approach on the [[SJ Sathanas]] on afterburners at ludicrous speed, firing an equal load of Trebuchets at each of its two forward flak turrets. As soon as you&#039;re out of Trebuchets, switch to the [[GTM Helios|Helios]] and target the nearest frontal beam. Now you have to bomb the turret from the correct angle; if you fail to destroy each turret with only two bombs, your chances of taking out all of them are slim. Try to release your bombs at under 200m going at maximum speed (with afterburners). You get the most damage if you approach a turret from the forward hemisphere. Now barrel in on the flak cannons, quickly destroying what&#039;s left of them using Mekhu (&#039;&#039;not&#039;&#039; Akheton, which does little damage on them for some reason).&lt;br /&gt;
&lt;br /&gt;
You will have less chance to follow the trick above in the case of the second turret. Target the second turret and try to acquire a lock on it. Hit your burners and fire the [[GTM Helios]] warheads at close range. Call in support, ignoring anything in your vicinity. When you&#039;re waiting for the support ship, you can put your shields at full and totally disregard any flak, but fighters will still wax you. With practice, you can shoot down all four big beam cannons on the Sathanas. Do &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; entrust the AI with destroying the turrets. They are too stupid to do anything complicated.&lt;br /&gt;
&lt;br /&gt;
When the Sathanas departs (and your performance is assessed on-site), Command will inform you that a [[SD Demon|Demon-class destroyer]], the Beleth, is about to jump in. Command deploys the Thebes, a [[GVCv Sobek|Sobek-class corvette]], and Gamma wing to assist. Your new objective is to destroy its beam turrets and destroy it before it escapes. The [[GTM Trebuchet]]s are good against its anti-fighter turrets, but use the [[GTM Helios]] to attack the ship&#039;s beam cannons. The Beleth has only one wing and two waves of Aeshma escorts, which you should quickly take care of to keep your wingmen alive. Disable the Beleth by doing a quick Helios run on its engines, and you&#039;ll have all the time in the world to kill it.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Neutralize Sathanas forward beam cannon 1&lt;br /&gt;
** Neutralize Sathanas forward beam cannon 2&lt;br /&gt;
** Neutralize Sathanas forward beam cannon 3&lt;br /&gt;
** Neutralize Sathanas forward beam cannon 4&lt;br /&gt;
** Destroy the Beleth&lt;br /&gt;
* Secondary Objectives:&lt;br /&gt;
** Destroy Sathanas forward flak batteries&lt;br /&gt;
** Destroy Beleth primary beam turret 1&lt;br /&gt;
** Destroy Beleth primary beam turret 2&lt;br /&gt;
** Destroy Beleth primary beam turret 3&lt;br /&gt;
* Bonus Objectives:&lt;br /&gt;
** Destroy Sathanas rear beam cannon&lt;br /&gt;
&lt;br /&gt;
===[[Awardable_Medals#FreeSpace_2_Medals|Medals]]===&lt;br /&gt;
&lt;br /&gt;
You will obtain a &#039;&#039;&#039;Nebula Campaign Victory Star&#039;&#039;&#039; for eliminating &#039;&#039;&#039;all 4 Sathanas forward beam cannons&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;However:&#039;&#039;&#039; you will not obtain this medal until &#039;&#039;after&#039;&#039; [[High Noon]].&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* If you have trouble targeting a turret, try centering the turret in your HUD and pressing &amp;lt;code&amp;gt;v&amp;lt;/code&amp;gt;&lt;br /&gt;
* The speed of the Helios torpedo is partially determined by the speed of the ship firing it at the point of launch.&lt;br /&gt;
* Protecting the Thebes is not an objective. If it is destroyed by the Beleth, Commander Habu will only lament its loss, but you will not be punished.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The Beleth does not make any further appearances in the campaign even if it survives this mission despite it using the same jump node as the Sathanas to depart.&lt;br /&gt;
* By default, a Bakha is incapable of carrying Helios torpedoes in its missile banks. It is only able to do so in this mission, as well as the next one, due to the Scramble flag forcing ship loadouts regardless of weapons compatibility.&lt;br /&gt;
* Depending on your system setup, the Phoenicia may sometimes be destroyed while jumping out. While its departure cue, which triggers when the destroyer&#039;s hull integrity drops below 4%, makes it invulnerable the moment it starts to jump out, the main guns of the Sathanas may occasionally reduce the Phoenicia&#039;s hull integrity from 4% to 0% &#039;&#039;faster&#039;&#039; than the time taken for the departure cue to trigger.&lt;br /&gt;
* If this mission is played on Very Easy or Easy difficulty, you become invulnerable for the duration of the Sathanas departing.&lt;br /&gt;
* When the Thebes jumps in, it says, &amp;quot;This is the Thebes. We have emerged within a large debris field, Command.&amp;quot; It is possible that the Thebes is referring to the debris of the fleet the Sathanas decimated prior to your wing jumping in, the debris from NTF ships destroyed during [[The King&#039;s Gambit]] (which takes place at the same jump node), or the debris of the Phoenicia, if it is destroyed. However, the mission does not feature any ships set to be destroyed before the mission, and if the Phoenicia is able to jump out before being pulverised by the Sathanas, there is no debris field to begin with.&lt;br /&gt;
* The Thebes has a kill score of 1000, although it being a friendly unit means the player cannot get the kill for it. The reason for this is probably due to the fact that in retail FRED, score values did not change when the ship class was changed; in this case, Volition probably added a Typhon and then later changed it to a Sobek. This is supported by the content of the debriefing texts in this mission, which describe the Thebes as a destroyer.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
*[[FreeSpace_2_Terran_Ship_Database#GTD_Phoenicia|GTD Phoenicia]]&lt;br /&gt;
*[[FreeSpace_2_Vasudan_Ship_Database#GVCv_Thebes|GVCv Thebes]]&lt;br /&gt;
*[[FreeSpace_2_Shivan_Ship_Database#SD_Beleth|SD Beleth]]&lt;br /&gt;
*[[FreeSpace_2_Shivan_Ship_Database#SJ_Sathanas_01|SJ Sathanas 01]]&lt;br /&gt;
&lt;br /&gt;
==New equipment==&lt;br /&gt;
* [[GVB Bakha]]&lt;br /&gt;
* [[GTM Trebuchet]]&lt;br /&gt;
* [[GTM Helios]]&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM3-01.fs2|75.8 KB|James Agay|34 (+3 waypoints)|8|49|36|4: Numbers|Brief4}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;HG9wg9OGICU&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;G_gIz7TVIk8&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTB_Boanerges&amp;diff=63389</id>
		<title>GTB Boanerges</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTB_Boanerges&amp;diff=63389"/>
		<updated>2021-06-13T09:02:05Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: /* Veteran Comments */ Rewrote my old VC to cut out my blog-like opinion, as well as redundant information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}The &#039;&#039;&#039;GTB &#039;&#039;Boanerges&#039;&#039;&#039;&#039;&#039; is a [[Terrans|Terran]] heavy bomber that was brought into active service sometime before the [[Second Shivan Incursion]]. While lacking in maneuverability and speed, the &#039;&#039;Boanerges&#039;&#039; possesses a remarkably large secondary capacity.&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
{{shipimage|image=[[Image:Gtbboanerges-old.jpg]]|caption=The GTB Boanerges}}&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The new GTB Boanerges has been assigned to elite bomber squadrons in the 3rd, 4th, and 5th Terran battle groups. The challenge of maintaining an aging fleet has motivated the GTVA to develop a new generation of ships able to withstand long-term abuse in the field. By maximizing shielding and payload (while offering enough maneuverability to make it a viable tactical unit), the Boanerges promises to remain in service for decades to come. One test pilot observed that the Boanerges handles better than any other bomber and has enough firepower to make it a formidable anti-capship weapon.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===Name Origin===&lt;br /&gt;
In the Christian religion, Boanerges is the Greek rendition of the names James and John, two brothers that are surnamed by Jesus Christ for their impetuosity, hence the literal meaning of the surname Jesus gave them, &amp;quot;Sons of Thunder&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Heavy Bomber|RNI Systems|Very Poor|5.5, 6.0, 6.0|55.0 - 65.0|85.0|Very Heavy|325|850|34}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;FreeSpace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW Prometheus R|Prometheus R]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTW Subach HL-7|Subach HL-7]], [[GTW Prometheus R|Prometheus R]], [[GTW UD-8 Kayser|UD-8 Kayser]], [[GTW Prometheus S|Prometheus S]], [[GTW Lamprey|Lamprey]], [[GTW Circe|Circe]], [[GTW Maxim|Maxim]]&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 40&lt;br /&gt;
| [[GTM Hornet|Hornet]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 100&lt;br /&gt;
| [[GTM Cyclops|Cyclops]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3rd&lt;br /&gt;
| 100&lt;br /&gt;
| [[GTM Cyclops|Cyclops]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Secondaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTM MX-64|MX-64]], [[GTM EMP Adv.|EMP Adv.]], [[GTM Stiletto II|Stiletto II]], [[GTM Piranha|Piranha]], [[GTM Hornet|Hornet]], [[GTM Tornado|Tornado]], [[GTM Trebuchet|Trebuchet]], [[GTM Infyrno|Infyrno]], [[GTM Cyclops|Cyclops]], [[GTM Helios|Helios]]&lt;br /&gt;
|}&lt;br /&gt;
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==Modding Resources==&lt;br /&gt;
[[Image:GTBBoanerges.png|thumb|right|480px|HTL Boanerges.]]&lt;br /&gt;
&#039;&#039;&#039;Retail&#039;&#039;&#039;:&lt;br /&gt;
:$POF File: bomber2t-01.pof&lt;br /&gt;
:Textures: bomber2T-03a(/b/CD), thruster01&lt;br /&gt;
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&#039;&#039;&#039;MediaVPs 3.6.14&#039;&#039;&#039;:&lt;br /&gt;
:$POF File: boanerges.pof&lt;br /&gt;
:Textures: Boanerges, glass, Tercoc01, damage, boadebris&lt;br /&gt;
:Model by &#039;&#039;&#039;AthlonBoy&#039;&#039;&#039;.&lt;br /&gt;
:Mesh adjustments and textures by &#039;&#039;&#039;Sab0o&#039;&#039;&#039;.&lt;br /&gt;
:Release thread: [http://www.hard-light.net/forums/index.php?topic=74809.msg1481639#msg1481639 GTB Boanerges; texturing.] on 05 March 2011.&lt;br /&gt;
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==Gallery==&lt;br /&gt;
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&amp;lt;gallery widths=200px&amp;gt;&lt;br /&gt;
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File:Time for Heroes Sath Destroyed.jpg|A Boanerges escapes a stricken [[SJ Sathanas]]. &#039;&#039;([[A Time for Heroes]])&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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==Veteran Comments==&lt;br /&gt;
{{Comment|The Boanerges is a flying coffin for me. I flew it in [[Slaying Ravana]] and died every time flying it. I took an Ursa and made it back on the first try. The Boanerges may have a bigger payload, but the Ursa has more gun points, a turret, and a faster afterburner velocity, and for me, slightly better handling. The Boanerges may be smaller, but it doesn&#039;t have the afterburner power or the turret to ward off incoming hostiles.&lt;br /&gt;
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&#039;&#039;Most people seem to have been disappointed with the Boanerges. I&#039;m one of them. Despite the tech description, the Boanerges really does not seem to handle better than an [[GTB Ursa|Ursa]]. It also lacks the Ursa&#039;s second primary bank, having only a single two-gun set of primaries. In most anti-capital missions you&#039;ll want a [[GTW Maxim|Maxim]] primary, and dogfighting with a Maxim is an exercise in futility most of the time. This leaves you to fall back on your secondaries for anti-fighter protection, an uncomfortable situation, as secondaries run out. (And if you&#039;re not going after caps, why are you in a heavy bomber anyways?) It also does not seem to have a significantly stronger set of shields or a much stronger hull than an Ursa. Its only saving grace is that it has larger secondary bays and so can put a greater amount of weight on target before it runs dry... but sometimes this really does not seem enough to justify its use.&#039;&#039;&lt;br /&gt;
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&#039;&#039;IMO the Boanerges is the better pure bomber, assuming that all heavy bomber wings are escorted by fighters, as they should be (but sometimes aren&#039;t), if you want to dogfight as well as bomb then you should really be using a light bomber like the [[GTB Artemis|Artemis]] or a [[GTB Zeus|Zeus]], not a heavy bomber at all.&#039;&#039;&lt;br /&gt;
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&#039;&#039;The primary guns of the Boanerges shoot slightly upwards, making it a bit tricky to hit smaller targets by relying solely on the HUD target indicator. This quirk is similar to the triple side-mounted gun bank on the Ursa.&#039;&#039;&lt;br /&gt;
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&#039;&#039;The Boanerges actually has &#039;&#039;&#039;less&#039;&#039;&#039; armour than the Ursa (325 vs 550), and its secondary capacity is equal, but redistributed (40-100-100 as opposed to 80-80-80). This means that overall, it still does less damage, due to the lack of the turret and triple gun rack. Also note that the larger the bank capacity, the longer it takes to fill, and each bank is filled at the simultaneously (i.e. the Ursa will spend less time as a sitting duck while rearming).&lt;br /&gt;
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&#039;&#039;Although the Boanerges has the same secondary capacity as the Ursa, it carries two more Cyclops torpedoes (in an all-Cyclops loadout) than the Ursa because of the redistribution. The Ursa has a 5/5/5 (15 total) distribution while the Boanerges has a 3/7/7 (17 total) distribution. However, when carrying Cyclops in only the last two banks (for example, to accommodate an anti-fighter missile in the first bank), the Boanerges is able to carry 4 more Cyclops torpedoes than the Ursa (14 versus the Ursa&#039;s 10).&#039;&#039;&lt;br /&gt;
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&#039;&#039;The Boanerges is faster than the GTB Ursa by 10 meters per second, and it also has a smaller profile.  However, the Ursa has a higher afterburner velocity and hull integrity, while the other stats are nearly identical.&lt;br /&gt;
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&#039;&#039;The largest advantage the Boanerges has over the Ursa is its ability to get more bombs out in a shorter period of time. Due to the distribution of the Boanerges&#039; missile capacity, it can fire 5 dual-linked Helios before running dry, whereas the Ursa only manages 3 dual-fires, with &amp;quot;leftovers&amp;quot; that need to be fired individually.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
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[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTM_Cyclops&amp;diff=63388</id>
		<title>GTM Cyclops</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTM_Cyclops&amp;diff=63388"/>
		<updated>2021-06-13T08:50:37Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: /* Veteran Comments */ Redundant word removed and merged a blog-like VC into my own.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Weapons}}&lt;br /&gt;
The &#039;&#039;&#039;GTM-12 Cyclops&#039;&#039;&#039; is a warhead used by the [[GTVA]]. Despite being developed shortly after the end of [[The Great War]], the Cyclops has been a mainstay in the GTVA&#039;s arsenal since its initial deployment. Continuous upgrades to the Cyclops over its lengthy service life has seen it retain its status as the Alliance&#039;s standard-issue warhead, even after the development of the more powerful [[GTM Helios|&#039;&#039;Helios&#039;&#039; torpedo]].&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
{{shipimage|image=[[Image:Cyclops.gif]]|caption=The GTM-12 Cyclops}}&lt;br /&gt;
The GTM-12 Cyclops has been in service for over 15 years in the GTVA arsenal. It is the standard ultra-high-delivery Secondary weapon loadout, utilizing the latest in aspect-seeking guidance technologies. The Cyclops has the distinction of being the most consistently upgraded weapon in the fleet. Although its development began shortly after the Great War ended, its excellent performance has kept it firmly entrenched in the role of main assault weapon. Its payload is approximately fifty percent greater than that of the older Tsunami warheads.&lt;br /&gt;
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==Performance==&lt;br /&gt;
===Cyclops===&lt;br /&gt;
{{Secondary_weapon&lt;br /&gt;
|name = Cyclops&lt;br /&gt;
|range = 2375&lt;br /&gt;
|reload = 20.0&lt;br /&gt;
|velocity = 95&lt;br /&gt;
|damage = 2000&lt;br /&gt;
|armor_damage = 2000&lt;br /&gt;
|shield_damage = 40&lt;br /&gt;
|subsystem_damage = 1000&lt;br /&gt;
|homing_type = Aspect&lt;br /&gt;
|homing_min_time = 5&lt;br /&gt;
|homing_turn = 1&lt;br /&gt;
|shockwave = 100 / 200&lt;br /&gt;
|bomb = 1&lt;br /&gt;
|huge = 1&lt;br /&gt;
|no_dumbfire = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Cyclops#Short===&lt;br /&gt;
{{Secondary_weapon&lt;br /&gt;
|name = Cyclops#Short&lt;br /&gt;
|range = 1875&lt;br /&gt;
|reload = 20.0&lt;br /&gt;
|velocity = 75&lt;br /&gt;
|damage = 2000&lt;br /&gt;
|armor_damage = 2000&lt;br /&gt;
|shield_damage = 40&lt;br /&gt;
|subsystem_damage = 2000&lt;br /&gt;
|homing_type = Aspect&lt;br /&gt;
|homing_min_time = 5&lt;br /&gt;
|homing_turn = 1&lt;br /&gt;
|shockwave = 100 / 200&lt;br /&gt;
|bomb = 1&lt;br /&gt;
|huge = 1&lt;br /&gt;
|no_dumbfire = 1&lt;br /&gt;
}}&lt;br /&gt;
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===Veteran Comments===&lt;br /&gt;
{{Comment|With this weapon, a single bomber wing possesses firepower that can easily neutralise a cruiser, possibly even a corvette. The Cyclops is unsurprisingly heavy and large. The only thing that manages to pack more sheer destructive energy in a fighter-deployed tactical weapon is the special issue [[GTM Helios]] torpedo.&lt;br /&gt;
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Moving slowly, with an extensive aspect lock sequence and long reloading cycle, there&#039;s more to deploying a Cyclops than simply getting into range and pushing the button.  The gunners of anti-fighter defenses like light beam cannons and flak guns are trained to shoot down incoming torpedoes, and the bombers that launch them.  One must be very cautious in choosing the optimum approach angle, to avoid as many anti-fighter defenses as possible.  While the Cyclops has maximum range of about 2.5km,  its &#039;&#039;&#039;effective&#039;&#039;&#039; range should be considered to be about 500 meters or less. By releasing your weapon this close to the target, the enemy flak has a much smaller chance of disabling your torpedo in flight.  If possible you should get even closer, launch the weapon at the last second, then pull up sharply and use your burners to escape the blast radius.&lt;br /&gt;
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Guarding vessels are advised to intercept bombers as far away as possible from their intended target.  This gives you time to neutralize the bombers and, if necessary, the torpedoes in flight.  The [[GTW Morning Star]] and [[GTW Maxim]] are highly recommended anti-bomber/anti-torpedo tools.&lt;br /&gt;
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[[Alpha 1]] and friendly bombers use the Cyclops#short, not the &amp;quot;full&amp;quot; Cyclops, until [[The King&#039;s Gambit]]. The Short is 20 m/s slower (75 vs 95) and therefore has less range, but has twice the subsystem damage (2000 vs 1000) due to the base Cyclops&#039; .5 subsystem damage modifier.&lt;br /&gt;
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Works fairly well against destroyers as well, unlike the [[GTM Tsunami]].&lt;br /&gt;
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Interestingly, the Cyclops has a decent turn rate and speed, sufficient enough to chase slower fighters. If you&#039;re out of missiles and gun energy to hit, say, a [[SF Basilisk|Basilisk]] or an [[SF Aeshma|Aeshma]], you could try to hit it with this. Unless the target is stripped of its shields, expect it to do no more than reduce the target&#039;s rear shield to nothing, though; in such a scenario, diverting energy to weapons and dispatching the target with primary weapons is usually more efficient.&lt;br /&gt;
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Calculations point out that this weapon has a yield equivalent to approximately 3.1 GT (Gigatons of TNT).&lt;br /&gt;
}}&lt;br /&gt;
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[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTM_Tornado&amp;diff=63387</id>
		<title>GTM Tornado</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTM_Tornado&amp;diff=63387"/>
		<updated>2021-06-13T08:39:06Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: /* Veteran Comments */ Re-wrote my old VC because it was redundant; replaced with non-redundant information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Weapons}}&lt;br /&gt;
The &#039;&#039;&#039;GTM-4a Tornado&#039;&#039;&#039; is an aspect-seeking swarm missile and upgraded version of the Great War-era [[GTM Hornet]]. Similar to the Hornet, the Tornado launches a salvo of four aspect-seeking missiles per volley. The Tornado&#039;s more advanced targeting and guidance systems allow it to acquire a faster lock at a slightly greater range compared to the Hornet, while the accuracy of the individual missiles is also improved considerably, being much more likely to hit their target regardless of firing angle. The main downsides of the Tornado are that fewer missiles can be stored in each missile bank, and due to the fire control system, the missiles will not fully arm their payload (thus doing greatly reduced damage) if aspect lock is not acquired first.&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
{{shipimage|image=[[Image:Tornado.gif]]|caption=The GTM-4a Tornado}}&lt;br /&gt;
The GTM-4a Tornado is an upgrade to the Hornet missile. With improved fire control systems and guidance computers, the Tornado can be fired more rapidly and with greater accuracy than the Hornet. Though physically smaller than its predecessor, the Tornado launcher fires more rockets per volley, delivering a more devastating punch. Be advised that a Tornado missile will fail to arm its payload properly if aspect lock has not been achieved before firing.&lt;br /&gt;
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== Performance ==&lt;br /&gt;
=== Tornado ===&lt;br /&gt;
{{Secondary_weapon&lt;br /&gt;
|name = Tornado&lt;br /&gt;
|range = 1 610&lt;br /&gt;
|reload = 2.5&lt;br /&gt;
|velocity = 230&lt;br /&gt;
|damage = 25&lt;br /&gt;
|armor_damage = 50&lt;br /&gt;
|shield_damage = 25&lt;br /&gt;
|subsystem_damage = 7.5&lt;br /&gt;
|homing_type = Aspect&lt;br /&gt;
|homing_min_time = 2.25&lt;br /&gt;
|homing_turn = 1.25&lt;br /&gt;
|shockwave = 10 / 20&lt;br /&gt;
|lockarm = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tornado D ===&lt;br /&gt;
{{Secondary_weapon&lt;br /&gt;
|name = Tornado D&lt;br /&gt;
|range = 1 610&lt;br /&gt;
|reload = 3.0&lt;br /&gt;
|velocity = 230&lt;br /&gt;
|damage = 20&lt;br /&gt;
|armor_damage = 24&lt;br /&gt;
|shield_damage = 17&lt;br /&gt;
|subsystem_damage = 6&lt;br /&gt;
|homing_type = Aspect&lt;br /&gt;
|homing_min_time = 3.5&lt;br /&gt;
|homing_turn = 1.35&lt;br /&gt;
|shockwave = 10 / 20&lt;br /&gt;
|lockarm = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|The Tornado is FS2&#039;s wish-me-dead missile. Salvo a double volley of these at an enemy fighter and he will be in dire straits, if not blown to bits. Even most bombers will have a significant chunk of their hull lost. For one-salvo killing power the Tornado can only be beat by the Trebuchet. That power comes at the price of being able to carry relatively few volleys worth missiles, however. In extended missions you are probably going to better served by a bank of Harpoons, but for quick and dirty pure stopping power, the Tornado is where it&#039;s at.&lt;br /&gt;
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The main problem with the Tornado is that you only get half the shots you do with the [[GTM Harpoon]], so make every shot count. This weapon is excellent, capable of taking down light bombers like the [[GTB Zeus]] with one double-fire shot, and is almost as maneuverable as the [[GTM Harpoon]].&lt;br /&gt;
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Either choose this, the Trebuchet, or the Tempest as your second secondary rack if you&#039;re a superiority, intercept or heavy. The first secondary should always go to Harpoons.&lt;br /&gt;
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These things don&#039;t shoot 1 at the time unlike the [[GTM Hornet]], all 4 or 8 of them shoot at almost the same instant, wich makes the punch bigger compared to the Hornet. The drawback of this, however, is that countermeasures work better against these compared to hornets... But countermeasures won&#039;t save you anyway, because if you get the right shot with this, it can pretty much outmaneuver anything, and own you as soon as you see them coming your way.&lt;br /&gt;
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One single volley of Tornados can do as much damage as a double volley of Harpoons, provided that all missiles hit.  If they do, the target fighter is in really bad shape.  Keep that in mind when deciding what missiles to use.&lt;br /&gt;
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The tech room description for the Tornado mentions that, versus the Hornet, it is &amp;quot;physically smaller&amp;quot;, &amp;quot;fires more rockets per volley&amp;quot;, and delivers &amp;quot;a more devastating punch&amp;quot;. In reality, missile banks carry fewer Tornadoes than Hornets, the Tornado still fires a 4-missile salvo like the Hornet (although it uses the &amp;quot;corkscrew&amp;quot; flag to fire the missiles faster, as opposed to the &amp;quot;swarm&amp;quot; flag used by the Hornet), and the Tornado&#039;s on-paper damage values are identical to the Hornet&#039;s.&lt;br /&gt;
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The [[Herc II]], with its large secondary banks can make very good use of this missile. The stopping power and homing capability is incredible, and in the second missile bank of the Herc II, you&#039;ll find that you have enough ammo (80 missiles) to make it worth it. In something like the [[Perseus]], however, you&#039;ll find that 32 missiles/4 double salvos just isn&#039;t enough.&lt;br /&gt;
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In some cases, such as longer range on higher difficulty, I have noticed that I can hit things better with this missile moreso than with the [[GTM Harpoon]].  And whenever a target gets nailed by this thing head-on (and all missiles hit) many ships are guaranteed to go down in one shot.  This missiles have better turn rates than the Harpoon, making this missile an excellent choice for picking off fighters at medium range in a chase or head-on situation, or even as a last resort.  Take this in dual banks if you don&#039;t have a Harpoon (or if you&#039;re a better shot with this missile, like me).&lt;br /&gt;
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Something I&#039;ve noticed lately is that the AI seems to be frighteningly competent at using the Tornado. Load up your wingmen with Tornadoes, in a ship that they won&#039;t get splattered quickly in, and watch enemy strikecraft evaporate under storms of Tornado fire. Even under the effects of &amp;quot;Alpha 1&amp;quot; syndrome, you may find that your wingmen are a bit more useful when loaded up with this missile.&lt;br /&gt;
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If you want to know how much you can carry in one bank, multiply the Hornet capacity by 4/5, or multiply Harpoon count by 2.&lt;br /&gt;
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Pretty much becomes the anti-fighter missile for a large number of bombers (and the Myrmidon) which are incapable of mounting the Harpoon. Takes up more space per volley than the Harpoon, but is exceedingly effective - dual Tornado volleys can wipe out a Nahema should they all hit, and with primary fire they&#039;re even effective against Taurvis. Prior veterans who&#039;ve pointed out the effectiveness of the AI with the Tornado are absolutely right - allied assault fighters such as the Herc II or Ares are able to massacre wave after wave of Shivans very effectively with massed Tornado fire.}}&lt;br /&gt;
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[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTM_Tornado&amp;diff=63383</id>
		<title>GTM Tornado</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTM_Tornado&amp;diff=63383"/>
		<updated>2021-06-12T12:49:15Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: Rewrote opening description, moved the weapon sidebar to the top of the page, moved the rotating GIF into the tech room description, and updated table formatting (while also correcting some errors).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Weapons}}&lt;br /&gt;
The &#039;&#039;&#039;GTM-4a Tornado&#039;&#039;&#039; is an aspect-seeking swarm missile and upgraded version of the Great War-era [[GTM Hornet]]. Similar to the Hornet, the Tornado launches a salvo of four aspect-seeking missiles per volley. The Tornado&#039;s more advanced targeting and guidance systems allow it to acquire a faster lock at a slightly greater range compared to the Hornet, while the accuracy of the individual missiles is also improved considerably, being much more likely to hit their target regardless of firing angle. The main downsides of the Tornado are that fewer missiles can be stored in each missile bank, and due to the fire control system, the missiles will not fully arm their payload (thus doing greatly reduced damage) if aspect lock is not acquired first.&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
{{shipimage|image=[[Image:Tornado.gif]]|caption=The GTM-4a Tornado}}&lt;br /&gt;
The GTM-4a Tornado is an upgrade to the Hornet missile. With improved fire control systems and guidance computers, the Tornado can be fired more rapidly and with greater accuracy than the Hornet. Though physically smaller than its predecessor, the Tornado launcher fires more rockets per volley, delivering a more devastating punch. Be advised that a Tornado missile will fail to arm its payload properly if aspect lock has not been achieved before firing.&lt;br /&gt;
&lt;br /&gt;
== Performance ==&lt;br /&gt;
=== Tornado ===&lt;br /&gt;
{{Secondary_weapon&lt;br /&gt;
|name = Tornado&lt;br /&gt;
|range = 1 610&lt;br /&gt;
|reload = 2.5&lt;br /&gt;
|velocity = 230&lt;br /&gt;
|damage = 25&lt;br /&gt;
|armor_damage = 50&lt;br /&gt;
|shield_damage = 25&lt;br /&gt;
|subsystem_damage = 7.5&lt;br /&gt;
|homing_type = Aspect&lt;br /&gt;
|homing_min_time = 2.25&lt;br /&gt;
|homing_turn = 1.25&lt;br /&gt;
|shockwave = 10 / 20&lt;br /&gt;
|lockarm = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tornado D ===&lt;br /&gt;
{{Secondary_weapon&lt;br /&gt;
|name = Tornado D&lt;br /&gt;
|range = 1 610&lt;br /&gt;
|reload = 3.0&lt;br /&gt;
|velocity = 230&lt;br /&gt;
|damage = 20&lt;br /&gt;
|armor_damage = 24&lt;br /&gt;
|shield_damage = 17&lt;br /&gt;
|subsystem_damage = 6&lt;br /&gt;
|homing_type = Aspect&lt;br /&gt;
|homing_min_time = 3.5&lt;br /&gt;
|homing_turn = 1.35&lt;br /&gt;
|shockwave = 10 / 20&lt;br /&gt;
|lockarm = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|The Tornado is FS2&#039;s wish-me-dead missile. Salvo a double volley of these at an enemy fighter and he will be in dire straights, if not blown to bits. Even most bombers will have a significant chunk of their hull lost. For one-salvo killing power the Tornado can only be beat by the Trebuchet. That power comes at the price of being able to carry relatively few volleys worth missiles, however. In extended missions you are probably going to better served by a bank of Harpoons, but for quick and dirty pure stopping power, the Tornado is where it&#039;s at.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The main problem with the Tornado is that you only get half the shots you do with the [[GTM Harpoon]], so make every shot count. This weapon is excellent, capable of taking down light bombers like the [[GTB Zeus]] with one double-fire shot, and is almost as maneuverable as the [[GTM Harpoon]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Either choose this, the Trebuchet, or the Tempest as your second secondary rack if you&#039;re a superiority, intercept or heavy. The first secondary should always go to Harpoons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These things don&#039;t shoot 1 at the time unlike the [[GTM Hornet]], all 4 or 8 of them shoot at almost the same instant, wich makes the punch bigger compared to the Hornet. The drawback of this, however, is that countermeasures work better against these compared to hornets... But countermeasures won&#039;t save you anyway, because if you get the right shot with this, it can pretty much outmaneuver anything, and own you as soon as you see them coming your way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One single volley of Tornados can do as much damage as a double volley of Harpoons, provided that all missiles hit.  If they do, the target fighter is in really bad shape.  Keep that in mind when deciding what missiles to use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Tornado&#039;s some kind of missile, all right. Unlike the Hornet, which takes some skill to use effectively, this one doesn&#039;t really require much skill; just get aspect lock and fire. It hardly misses, unless you&#039;re unlucky. It also travels very fast, achieves aspect lock quickly, and deals a lot of damage too. Dual-fire mode can almost destroy any small craft in the game, apart from obscenely heavy-duty spacecraft like the [[SB Seraphim|Seraphim]]. Unfortunately, it is a tad larger than its predecessor, and resupplying can take some time. If anything, this would be the [[GTW UD-8 Kayser|Kayser]] of missiles in the GTVA arsenal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[Herc II]], with its large secondary banks can make very good use of this missile. The stopping power and homing capability is incredible, and in the second missile bank of the Herc II, you&#039;ll find that you have enough ammo (80 missiles) to make it worth it. In something like the [[Perseus]], however, you&#039;ll find that 32 missiles/4 double salvos just isn&#039;t enough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In some cases, such as longer range on higher difficulty, I have noticed that I can hit things better with this missile moreso than with the [[GTM Harpoon]].  And whenever a target gets nailed by this thing head-on (and all missiles hit) many ships are guaranteed to go down in one shot.  This missiles have better turn rates than the Harpoon, making this missile an excellent choice for picking off fighters at medium range in a chase or head-on situation, or even as a last resort.  Take this in dual banks if you don&#039;t have a Harpoon (or if you&#039;re a better shot with this missile, like me).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Something I&#039;ve noticed lately is that the AI seems to be frighteningly competent at using the Tornado. Load up your wingmen with Tornadoes, in a ship that they won&#039;t get splattered quickly in, and watch enemy strikecraft evaporate under storms of Tornado fire. Even under the effects of &amp;quot;Alpha 1&amp;quot; syndrome, you may find that your wingmen are a bit more useful when loaded up with this missile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you want to know how much you can carry in one bank, multiply the Hornet capacity by 4/5, or multiply Harpoon count by 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pretty much becomes the anti-fighter missile for a large number of bombers (and the Myrmidon) which are incapable of mounting the Harpoon. Takes up more space per volley than the Harpoon, but is exceedingly effective - dual Tornado volleys can wipe out a Nahema should they all hit, and with primary fire they&#039;re even effective against Taurvis. Prior veterans who&#039;ve pointed out the effectiveness of the AI with the Tornado are absolutely right - allied assault fighters such as the Herc II or Ares are able to massacre wave after wave of Shivans very effectively with massed Tornado fire.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Template:Secondary_weapon&amp;diff=63382</id>
		<title>Template:Secondary weapon</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Template:Secondary_weapon&amp;diff=63382"/>
		<updated>2021-06-12T12:26:32Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: /* Usage */ Forgot to update this&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|  {{#if: {{{table_style|}}}|{{{table_style}}}|style=&amp;quot;margin: 0 0 1em 1em; background: #302020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%&amp;quot;}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | {{{name}}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{range|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{range}}} m&lt;br /&gt;
{{!}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{reload|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Reload time&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{reload}}} s&lt;br /&gt;
{{!}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{velocity|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Velocity&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{velocity}}} ms&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt;&lt;br /&gt;
{{!}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{damage|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{damage}}}&lt;br /&gt;
{{!}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{armor_damage|}}}|&lt;br /&gt;
{{!}} style=&amp;quot;padding-left: 20px&amp;quot; {{!}} Armor damage&lt;br /&gt;
{{!}} style=&amp;quot;padding-left: 20px&amp;quot; {{!}} {{{armor_damage}}}&lt;br /&gt;
{{!}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{shield_damage|}}}|&lt;br /&gt;
{{!}} style=&amp;quot;padding-left: 20px&amp;quot; {{!}} Shield damage&lt;br /&gt;
{{!}} style=&amp;quot;padding-left: 20px&amp;quot; {{!}} {{{shield_damage}}}&lt;br /&gt;
{{!}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{subsystem_damage|}}}|&lt;br /&gt;
{{!}} style=&amp;quot;padding-left: 20px&amp;quot; {{!}} Subsystem damage&lt;br /&gt;
{{!}} style=&amp;quot;padding-left: 20px&amp;quot; {{!}} {{{subsystem_damage}}}&lt;br /&gt;
{{!}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{homing_type|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Homing type&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{homing_type}}}&lt;br /&gt;
{{!}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{homing_cone|}}}|&lt;br /&gt;
{{!}} style=&amp;quot;padding-left: 20px&amp;quot; {{!}} Homing cone&lt;br /&gt;
{{!}} style=&amp;quot;padding-left: 20px&amp;quot; {{!}} {{{homing_cone}}} degrees&lt;br /&gt;
{{!}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{homing_min_time|}}}|&lt;br /&gt;
{{!}} style=&amp;quot;padding-left: 20px&amp;quot; {{!}} Minimum lock time&lt;br /&gt;
{{!}} style=&amp;quot;padding-left: 20px&amp;quot; {{!}} {{{homing_min_time}}} s &lt;br /&gt;
{{!}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{homing_turn|}}}|&lt;br /&gt;
{{!}} style=&amp;quot;padding-left: 20px&amp;quot; {{!}} Turn rate (360 degress)&lt;br /&gt;
{{!}} style=&amp;quot;padding-left: 20px&amp;quot; {{!}} {{{homing_turn}}} s&lt;br /&gt;
{{!}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{shockwave|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Shockwave radius (inner/outer)&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{shockwave}}} m&lt;br /&gt;
{{!}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{bomb|}}}{{{hitpoints|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Hitpoints&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{#if: {{{hitpoints|}}}|{{{hitpoints}}}|50}}&lt;br /&gt;
{{!}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{spawn|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Spawn count&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{spawn}}}&lt;br /&gt;
{{!}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{children|}}}|&lt;br /&gt;
{{!}} style=&amp;quot;padding-left: 20px&amp;quot; {{!}} Spawned missile&lt;br /&gt;
{{!}} style=&amp;quot;padding-left: 20px&amp;quot; {{!}} {{{children}}}&lt;br /&gt;
{{!}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional properties&#039;&#039;&#039;&lt;br /&gt;
*Weapon is a missile weapon [[Weapons.tbl|(Secondary weapon)]]{{#if: {{{bomb|}}}|*Weapon is marked as a bomb [[Weapons.tbl#.22Bomb.22|(Bomb)]]}}{{#if: {{{child|}}}|*Weapon cannot be set as a weapon mounted on any ship, but is instead created by another weapon [[Weapons.tbl#.22child.22|(child)]]}}{{#if: {{{huge|}}}|*Weapon is capable of easily damaging even larger vessels [[Weapons.tbl#.22Huge.22|(Huge)]]}}{{#if: {{{emp|}}}|*Weapon causes an EMP effect on any ship within the blast radius [[Weapons.tbl#.22EMP.22|(EMP)]]}}{{#if: {{{big_ship|}}}|*Weapon cannot be mounted on small ships [[Weapons.tbl#.22Big_Ship.22|(Big Ship)]]}}{{#if: {{{same_turret_cooldown|}}}|*Weapon refire rate is the same on all difficulty levels [[Weapons.tbl#.22same_turret_cooldown.22|(same turret cooldown)]]}}{{#if: {{{no_dumbfire|}}}|*Weapon must be locked onto the target in order to be fired [[Weapons.tbl#.22No Dumbfire.22|(No Dumbfire)]]}}{{#if: {{{lockarm|}}}|*Weapon only does full amount of damage when target is locked on [[Weapons.tbl#.22lockarm.22|(lockarm)]]}}{{#if: {{{shockwave|}}}|*The shockwave doubles the damage against any target that takes a direct hit}}{{#if: {{{spawn|}}}|*Weapon creates {{{spawn}}} {{{children}}} upon detonation [[Weapons.tbl#.22Spawn_Name.2CValue.22|(Spawn)]]}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Secondary_weapon&lt;br /&gt;
|table_style = &lt;br /&gt;
|name = &lt;br /&gt;
|range = &lt;br /&gt;
|reload = &lt;br /&gt;
|velocity = &lt;br /&gt;
|damage = &lt;br /&gt;
|armor_damage =&lt;br /&gt;
|shield_damage = &lt;br /&gt;
|subsystem_damage = &lt;br /&gt;
|homing_type = &lt;br /&gt;
|homing_cone = &lt;br /&gt;
|homing_min_time = &lt;br /&gt;
|homing_turn = &lt;br /&gt;
|shockwave = &lt;br /&gt;
|hitpoints = &lt;br /&gt;
|bomb = &lt;br /&gt;
|child = &lt;br /&gt;
|huge = &lt;br /&gt;
|emp = &lt;br /&gt;
|big_ship = &lt;br /&gt;
|same_turret_cooldown = &lt;br /&gt;
|no_dumbfire = &lt;br /&gt;
|lockarm = &lt;br /&gt;
|spawn =&lt;br /&gt;
|children =&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Entries in actual page do not have to follow the same order.&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates|Secondary weapon]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTS_Hygeia&amp;diff=63381</id>
		<title>GTS Hygeia</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTS_Hygeia&amp;diff=63381"/>
		<updated>2021-06-12T12:12:12Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: /* Veteran Comments */ Removed potentially confusing extra word.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
The &#039;&#039;&#039;GTS &#039;&#039;Hygeia&#039;&#039;&#039;&#039;&#039; is a [[Terrans|Terran-designed]] vessel. Its sole purpose is to be sent into a battlefield to rearm the missile banks and/or repair the subsystems of any small ship that requests for it. To this effect, it has a top speed of 70 m/s, which allows it to fly quickly into the heat of battle and dock with the target ship. The &#039;&#039;Hygeia&#039;&#039;&#039;s relatively high hull rating, given a ship of its size, also means that it can stand a slightly higher chance of surviving for extended periods on the battlefield than some fighters, although it has no self-defense capabilities. Because it carries a huge amount of missiles and/or warheads in its hold, the explosion of a &#039;&#039;Hygeia&#039;&#039; is significantly more damaging than most other ships of the same size.&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
{{shipimage|image=[[Image:Gtshygeia-old.jpg]]|caption=The GTS Hygeia}}&lt;br /&gt;
[[Image:Hygeiawiki.JPG|thumb|right|480px|GTS Hygeia in FS_Open 19.0.0]]&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The GTS Hygeia is the fleet&#039;s newest Terran support ship. It is fast and maneuverable, a necessity when trying to dock with fighters in the heat of battle. Triton Dynamics designed the Hygeia class with huge cargo bays for munitions storage, plus the latest magnetic-stasis delivery system for quickly re-supplying combat craft with missiles and bombs. The Hygeia&#039;s repair facilities are driven by neural-net AI, for ultra-fast system diagnostics and repair. The high number of warheads carried by the Hygeia makes it a dangerous ship to be near when it blows up.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===Name origin===&lt;br /&gt;
In Greek mythology, Hygeia was the goddess of health, cleanliness and sanitation.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Support Ship|Triton Dynamics| N/A|3.0, 3.0, 3.0|70.0|N/A|N/A|500|0|32}}&lt;br /&gt;
===Armaments===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==Modding Resources==&lt;br /&gt;
&#039;&#039;&#039;Retail&#039;&#039;&#039;:&lt;br /&gt;
:$POF File: support2t-01.pof&lt;br /&gt;
:Textures: support01, support01b, support01c, thruster01&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MediaVP 4.0.X&#039;&#039;&#039;:&lt;br /&gt;
:$POF File: Hygeia.pof&lt;br /&gt;
:Textures: HygeiaUV, HygeiaUVDead, glass-trans, tercoc01, damage&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
History&amp;lt;br&amp;gt;&lt;br /&gt;
Model by: Rampage and Nyctaeus&amp;lt;br&amp;gt;&lt;br /&gt;
Textures by: Nyctaeus&amp;lt;br&amp;gt;&lt;br /&gt;
Release thread: [https://www.hard-light.net/forums/index.php?topic=95789.0] on 25 July 2019&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|All support ships in both games are pretty much the same, they&#039;re pretty much sitting ducks so don&#039;t expect these things to make it through a firefight, and if they should explode, make it far away from you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Hygeia&#039;s destruction has no shockwave, meaning that you can be fairly close when it blows up; truly significant damage will only occur if it&#039;s in skin-skin contact or within about 25 meters. Beyond that your shields probably won&#039;t even notice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is actually worse than the Centaur, as it is not improved in any way and presents a much larger target profile, making it more likely to die.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like with all the other support ships, you can still have them dock with you even while you&#039;re moving, as long you&#039;re not going any faster than 20m/s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Oddly enough, this ship, along with others such as the Amazon drone, has shield hitpoints, but no shield mesh, making them effectively unshielded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This ship is one of manifests of Volition&#039;s laziness or was prepared in hurry. LOD0 of retail Hygeia uses seven texture slots, and six of them use the same &#039;support01&#039; texture. Each LOD follows the same scheme, so despite the fact that Hygeia uses only 5 unique textures, she has 20 texture slots.}}&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=63380</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=63380"/>
		<updated>2021-06-12T11:53:17Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: /* $Countermeasure: */ Excess right curly braces removed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2017-08-25|2039815}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;weapons.tbl&#039;&#039;&#039; defines all of the weapon classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.&lt;br /&gt;
&lt;br /&gt;
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;beam&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;[[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]&lt;br /&gt;
&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;flak&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;particle spew&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*A &#039;&#039;&#039;.pof&#039;&#039;&#039; model must be defined ( usually &#039;&#039;&#039;Hornet.pof&#039;&#039;&#039; )&lt;br /&gt;
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails may also be added.&lt;br /&gt;
&lt;br /&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;$Player Weapon Precedence&#039;&#039;&#039;&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
==Core Table==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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.&amp;lt;br&amp;gt;Two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;. Their usage details are the very same than inside the [[Ships.tbl#.24Name:_2|$Name field from Ships.tbl]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in Weapons.tbl or in earlier parsed *-wep.tbm files) by the time the *-wep.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*An alternative name that can be referenced instead of $Name:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subtype:===&lt;br /&gt;
{{Table3610| &lt;br /&gt;
Specifies the weapon &#039;s subtype. Overrides the default subtype as specified by the #-section it is in (#Primary, #Secondary, #Beam Weapon, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
:Since the weapon subtype is already specified by the #-section it is in, this option is not particularly useful when the weapon is inside a #Primary or #Secondary section. However, it may be used to specify the weapon slot it uses on fighters/bombers for weapons that are normally capship only (such as beam cannons).}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Valid Entries: &lt;br /&gt;
:Primary&lt;br /&gt;
:Secondary}}&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.  Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&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. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;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;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===+Tech Title:===&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Anim:===&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, animation filename&lt;br /&gt;
**Example: &#039;&#039;Tech_Subach_HL-7&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Description:===&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;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;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Tech Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines model used in wing loadout screen for the weapon. 3D weapon models in the tech room have not yet been implemented.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Pos:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. The position of the camera relative to the model center.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Zoom:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HUD Image:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from &#039;&#039;&#039;&#039;&#039;@Laser Bitmap:&#039;&#039;&#039;&#039;&#039; and ending to &#039;&#039;&#039;&#039;&#039;@Laser Tail Radius:&#039;&#039;&#039;&#039;&#039; are not needed if a model has been defined for the weapon.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is &#039;none&#039;.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039; or &#039;&#039;none&#039;&#039;, model filename&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targeting view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Optional.  If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$External Model File:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb&#039;s external-visible-weapon code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation speed of the subobject, with the $gun_rotation property defined, in the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Note: weapon fire will be delayed by the time it takes for the weapon to spin up to this speed (using $Submodel Rotation Acceleration or its default value), regardless of whether an external model is used or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Note: It&#039;s no longer required that the ship actually have external models enabled (whether or not this weapon has one defined) for the spin up delay to occur.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Acceleration:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation acceleration of the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: 10}}&lt;br /&gt;
&lt;br /&gt;
===@Laser===&lt;br /&gt;
In the event a 3D model is not defined for the weapon, FSO creates an object similar to a glowpoint. Essentially, it is a 2D plane that always faces the player&#039;s camera with an additive texture applied to it, and may or may not have an omnilight follow it.&lt;br /&gt;
&lt;br /&gt;
As suggested by its name, this option group is normally used for lasers and similar primaries, but it may also be used for other weapon types as well.&lt;br /&gt;
&lt;br /&gt;
Unless said otherwise, the graphic files used within this group may be of any compatible type (.DDS, .PCX, .TGA, etc.), however a .DDS is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
Defines the graphic file to be used as the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Bitmap: my_laser_bitmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
Defines the graphic file to be used for the glowmap of the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
*This file is &#039;multiplied&#039; by a value between Color and Color2.&lt;br /&gt;
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Glow: my_laser_glowmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
The RGB color of the glow effect.&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0, 0    ; Red glow effect at the start of the effect&#039;s lifetime&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
The RGB color of the glow effect at the end of the effect&#039;s lifetime (at its maximum range).&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color &amp;quot;fades&amp;quot; from Color to Color2 over its lifetime.&lt;br /&gt;
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; Blue glow effect at the end of the effect&#039;s lifetime.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0,   0    ; Start with a Red glow effect, and fade into...&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; a Blue glow effect over the lifetime of the effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
Defines the length of the weapon effect.&lt;br /&gt;
*This option stretches the 2D plane &amp;quot;away&amp;quot; from its origin.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Length:  1.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
Defines the width of the leading edge, or &amp;quot;head,&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane farthest away from its origin is the leading edge.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Head Radius: 0.75&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
Defines the width of the trailing edge, or &amp;quot;tail&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane that is closest to its origin is the trailing edge.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Tail Radius: 0.75&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision Radius Override:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Weapon - weapon collisions are treated as two spheres, where a laser&#039;s sphere&#039;s radius is equal to its Head Radius, and a missile&#039;s is the radius of its associated model (possibly doubled). Using this will override either of those values.&lt;br /&gt;
*NOTE: If the weapon is interceptable, such as a bomb or has been given hitpoints, this value will &#039;&#039;still&#039;&#039; be doubled, unless the &amp;quot;no radius doubling&amp;quot; flag is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
*This is multiplied by the speed. ie &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 200&#039;&#039; has much weaker kinetic effect than &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 1000&#039;&#039;. Also $Mass is used to calculate intensity of &amp;quot;shudder&amp;quot; effect if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, &#039;&#039;&#039;&#039;&#039;$Velocity x $Lifetime = range&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targeting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons (doesn&#039;t apply to 3.6.14+)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====+Max Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the maximum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Min Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
====+Min Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the minimum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Max Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Damage:===&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is approximately 5.88 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*The exact factor to multiply by is 100/17, or one &#039;pulse&#039; of damage every 170 seconds. The generally used wisdom of 5.5 times may have been generally accurate before beam damage was made continuous and frame-rate independent, but is now out of date information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
&lt;br /&gt;
===$Damage Time:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets a time from the end of the weapons lifetime that damage will start to attenuate at. &#039;&#039;&#039;&#039;&#039;Example: Weapon lifetime is 2.0 seconds and the desired effect is to attenuate after 0.5 seconds have passed, set this to 1.5 seconds.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds. Defaults to 0.0.&lt;br /&gt;
**Note: If neither +Min Damage: nor +Max Damage: is set, the damage will always attenuate to zero at max range.&lt;br /&gt;
***If both +Min Damage: and +Max Damage: are set, both are defaulted to 0.0 and damage will be attenuated to zero.}}&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the damage a weapon will attenuate to after reaching $Damage Time:.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage.}}&lt;br /&gt;
&lt;br /&gt;
====+Min Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the lowest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
====+Max Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the highest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
===$Angle of Incidence Damage Multiplier:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon&#039;s damage to be multiplied by these factors depending on the angle of incidence. &lt;br /&gt;
*It is &#039;&#039;not&#039;&#039; linear, it is based on the sine of the angle to the surface. If the factors are 1x for minimum, and 2x for maximum, at an angle of 45° the multiplier is 1.707x, for instance.&lt;br /&gt;
====+Min:====&lt;br /&gt;
*The damage multiplier at a perfectly glancing hit, parallel to the surface (although not technically possible).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Max:====&lt;br /&gt;
*The damage multiplier when hit straight on, perpendicular to the surface.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039; [[armor.tbl]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the damage type ( as defined by [[armor.tbl#$Damage Type:|$Damage Type]] )}}&lt;br /&gt;
&lt;br /&gt;
===$Arm time:===&lt;br /&gt;
{{Table3610|&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;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Arm distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the firing ships that is required before the weapon comes hot&lt;br /&gt;
*If the distance has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This parameter is also applied to flak weapons. Previous behaviour was to arm weapons after 10 meters of travel.}}&lt;br /&gt;
&lt;br /&gt;
===$Arm radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Detonation Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detonation Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Override for the damage caused by shockwaves (default is [[#$Damage:]])&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Detonation Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships&#039; weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, range in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Targeting Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Turret-fired flak weapons are normally firing in a cone around the target&#039;s predicted position. This parameter can be used to adjust the size of this cones&#039; base radius. Standard is 60 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radius in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Untargeted Flak Range Penalty:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after traveling its max range - 20 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, penalty in meters.}}&lt;br /&gt;
&lt;br /&gt;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Inner Radius:===&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins. Damage is reduced by the square of the distance between the inner radius and outer radius.  i.e. half way between inner and outer results in 1/4 damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===$Outer Radius:===&lt;br /&gt;
*Maximum radius at which any damage is done.  See $Inner Radius for the attenuation formula.&lt;br /&gt;
*Also defines the size of the shockwave (if shockwave speed is &amp;gt; 0)&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that any area-effect damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
===$Shockwave rotation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines how the 3D shockwave is rotated. Random, if left undefined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Angle&#039;&#039;&#039;&#039;&#039;, three values, pitch, bank, heading respectively, in degrees}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky shockwave:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at &#039;&#039;&#039;Arm time&#039;&#039;&#039; and &#039;&#039;&#039;Arm distance&#039;&#039;&#039; are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Factor:===&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Factor:===&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Factor:===&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Min:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Max:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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 targeting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Energy Consumed:===&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turreted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cargo Size:===&lt;br /&gt;
*Cargo size, is not used with non-ballistic primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Homing:===&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to secondaries.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&#039;&#039;&#039;This option may now be applied to primaries&#039;&#039;&#039;. They may only use heat seeking. For optimal results the &amp;quot;no homing speed ramp&amp;quot; flag may be used.}}&lt;br /&gt;
&lt;br /&gt;
Defines if the bolts/missiles in question is homing&lt;br /&gt;
&lt;br /&gt;
If set to NO, then following fields are not required in the table.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Type:&#039;&#039;&#039;====&lt;br /&gt;
Defines the homing method&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;ASPECT&#039;&#039; or &#039;&#039;HEAT&#039;&#039;&lt;br /&gt;
{{Table3610| An additional option, &#039;&#039;JAVELIN&#039;&#039;, has been added.  This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;====&lt;br /&gt;
Determines how quickly the missile can turn. Ostensibly the number of seconds it takes the missile to do a 360 degree circle at full turn speed, but for complicated reasons this is only true if [[Game_settings.tbl#.2BAI_respect_tabled_turn_time_and_rotdamp|AI respect tabled turn time and rotdamp]] is enabled.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turning Acceleration Time:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Determines how quickly the missile reaches its maximum turn speed.&lt;br /&gt;
*Note: Requires [[Game_settings.tbl#.24AI_use_framerate_independent_turning:|$AI use framerate independent turning]] in game_settings.tbl&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the width of the weapon&#039;s viewing cone, given in degrees. Objects outside this cone are effectively invisible to the missile. The value / 2 gives the angle from the missile&#039;s centerline to the edge of the viewing cone.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
{{Table3610| Has been enabled also to aspect seekers as an option. They will continue to home on targets outside their view cone, but will take a continuous lifetime penalty every second their target is outside this cone.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Min Lock Time:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The minimum number of seconds to gain a target lock.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
The number of pixels the aspect triangle moves per second while attempting lock-on.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The number of pixels moved per second while attempting to catch up to the target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Extra pixels to move after catching up. (Needs verification )&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Seeker Strength:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the seeking ability of the homing system. Default of heat seekers is 3.0 and for aspect seekers 2.0. Spoofing chance is defined as &#039;&#039;&#039;[[#$Countermeasure:|cm type effectiveness]]&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;[[#$Countermeasure:|+Effective Radius:]]&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seeker strength}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lead Scaler:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
Defines the type of pursuit course the missile tries to obtain.&lt;br /&gt;
*Values &amp;lt; 0 give lag pursuit, values ~ 0 give pure pursuit, values &amp;gt; 0 give lead pursuit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default for heat seekers: 0, default for aspect or javelin seekers: 1.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Restriction:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines if the missile can lock onto ships besides the current target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the behavior, default is &#039;&#039;current target only&#039;&#039;;.&lt;br /&gt;
*&#039;&#039;Current target only&#039;&#039; As normal, can only acquire locks on the targeted ship&lt;br /&gt;
*&#039;&#039;Any target&#039;&#039; Missile will lock on any valid target. Missile locking is still disabled in certain cases, such as when a friendly is the player&#039;s target&lt;br /&gt;
*&#039;&#039;Current target, any subsystem&#039;&#039; Targeting is restricted to the current ship, but will pick turrets and subsystems on that ship. }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Independent Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for a missile to target multiple objects at once.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Trigger Hold:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability to hold the trigger to lock and release to fire.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Reset On Launch:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for locks to reset upon missiles being fired.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Seekers Per Target:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of seekers that can target a single object.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Active Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of total seekers for the weapon to have.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Types:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship types that this missile can target. In order for a ship to be targetable it must be able to match one of the listed types, if some of the below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship types.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Classes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship classes that this missile can target. In order for a ship to be targetable it must be able to match one of the listed classes, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship classes.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Species:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the species whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed Species, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, species.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+IFFs:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the IFF&#039;s whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed IFFs, if some of the above lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, IFFs.}}&lt;br /&gt;
&lt;br /&gt;
===$Swarm:===&lt;br /&gt;
*The number of missiles to fire per volley if it&#039;s a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;. Does not work with player weapons.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Swarm will negatively affect the missile&#039;s ability to hit its target and will not lead its target even with  [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] defined unless [[Game_settings.tbl#.24Swarmers_Lead_Targets:|$Swarmers Lead Targets]] is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
***Default: 0.150&lt;br /&gt;
***Max: 0.5 (Resets to default if set over 0.5)}}&lt;br /&gt;
&lt;br /&gt;
===$Acceleration Time:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how long it takes for a secondary weapon to attain full speed. Takes precedence over $Free Flight Time (see below) in terms of the weapon&#039;s velocity, and affects both locked-on and dumbfired secondaries.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.0}}&lt;br /&gt;
&lt;br /&gt;
===$Velocity Inherit:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how much of the parent ship&#039;s velocity to inherit, if [[Ai_profiles.tbl#.24use_additive_weapon_velocity:]] is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percents&lt;br /&gt;
**Default: 100.0}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; due to dumbfires never changing their speed, using this on a dumbfire missile will have it stuck at freeflight speed even after the end of the freeflight time.&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
{{Note| This feature was never implemented correctly and was removed in r8867. FSO parses but doesn&#039;t use the value, and prints a warning in the log. This feature has subsequently been reimplemented, see $Free Flight Speed Factor: below}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed Factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PreLaunchSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
**Default: No Sound}}&lt;br /&gt;
&lt;br /&gt;
===+PreLaunchSnd Min Interval:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines  Minimum interval between when the player stops firing and the next time the pre-launch sound can play, as a limiter in case the player is pumping the trigger.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Minimum delay in milliseconds between the end of the previous firing sequence and the next time the pre-launch sound effect will be played.&lt;br /&gt;
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ImpactSnd:===&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disarmed ImpactSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FlyBySnd:===&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$TrackingSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when this weapon tracks a target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LockedSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The sound played when this weapon has locked onto its target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$InFlightSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when the missile is currently flying.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Inflight sound type&#039;&#039;&#039;&lt;br /&gt;
**Specifies when the in flight sound is played.&lt;br /&gt;
**The value can be one of the following values which are matched case-insensitively:&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile tracks a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile is currently not tracking a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;ALWAYS&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played always}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rearm Rate:===&lt;br /&gt;
*Defines the frequency that weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, How many times per second the weapons are loaded.&lt;br /&gt;
**Example: 2.0 will reload every half second.  0.1 will load every ten seconds.&lt;br /&gt;
&lt;br /&gt;
===$Rearm Ammo Increment:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines how many missiles or how much ballistic ammo is loaded per load sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, how many bullets or missiles are loaded.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*Defines the range to the target where the weapons under AI will start firing.  This also affects the [[Hud_gauges.tbl#Lead_Indicator|Lead Indicator]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Pierce Objects:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon to penetrate the objects impacted and not be destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Spawn Children On Pierce:====&lt;br /&gt;
*Will spawn the weapons children on each hit, not just when it eventually gets destroyed through lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by &#039;&#039;&#039;+override&#039;&#039;&#039; option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all &#039;&#039;&#039;homing&#039;&#039;&#039;-related flags as well as &#039;&#039;&#039;swarm&#039;&#039;&#039;, &#039;&#039;&#039;variable lead&#039;&#039;&#039;, &#039;&#039;&#039;trail&#039;&#039;&#039;, &#039;&#039;&#039;TAG&#039;&#039;&#039;, and &#039;&#039;&#039;transparent&#039;&#039;&#039; settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+override&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;&#039;&#039;&#039;Float&#039;&#039;&#039;&#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;&#039;&#039;&#039;Float&#039;&#039;&#039;&#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;&#039;&#039;&#039;Float&#039;&#039;&#039;&#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;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Decay Exponent:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail to fade away non-linearly. The 1 -&amp;gt; 0 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
**Smaller numbers below 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Larger numbers above 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive}}&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;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Spread:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&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;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap Stretch:&#039;&#039;&#039;&lt;br /&gt;
**Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for impacts of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Explosion&#039;&#039; and &#039;&#039;$Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, default 1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Radius:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Radius of the shield impact explosion, see [[Ships.tbl#.24Shield_Impact_Explosion:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, defaults to value of $Impact Explosion Radius}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for Dinky (not armed) explosions of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Dinky Impact Explosion&#039;&#039; and &#039;&#039;$Dinky Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion Radius but for Dinky explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for piercing impacts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then piercing impact options below are not valid!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Particles:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of particles released per impact&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$Inflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the inflight [[Particle Effects|particle effect]] which is used when the laser is active. This is only used by laser weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
===$Freeflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the [[Particle Effects|particle effect]] which is used when the missile is in the free flight phase. See [[#$Free Flight Time:|$Free Flight Time]] for more information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Ignition Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is transitioning from free flight to homed or unhomed flight.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Homed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in homed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Unhomed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in unhomed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Muzzleflash:===&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Intensity:===&lt;br /&gt;
*How deeply an EMP effect scrambles your electronics&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
*Basically a percentage, a value of 250 results in a 25% chance of something getting scrambled each frame. &lt;br /&gt;
*Maximum value of 500.0 &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)&lt;br /&gt;
&lt;br /&gt;
===$EMP Time:===&lt;br /&gt;
*Duration of the EMP effect&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note| The &amp;quot;apply recoil&amp;quot; weapon flag must be set for this to be valid. If the flag is not set, FSO will throw a warning and automatically set it at runtime.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Leech Weapon:===&lt;br /&gt;
**The amount of weapon energy to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Leech Afterburner:===&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Corkscrew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of missiles&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Electronics:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. &#039;&#039;&#039;+New Style:&#039;&#039;&#039; and &#039;&#039;&#039;+Old Style:&#039;&#039;&#039; options are mutually exclusive.&lt;br /&gt;
*&#039;&#039;&#039;+New Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*&#039;&#039;&#039;+Old Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent: FreeSpace.&lt;br /&gt;
}}&lt;br /&gt;
{{Table371|&lt;br /&gt;
*&#039;&#039;&#039;+Area Of Effect&#039;&#039;&#039;&lt;br /&gt;
**If specified, allows the electronics effect to apply to every ship hit by this weapon&#039;s blast or shockwave (the &amp;quot;Electronics&amp;quot; flag isn&#039;t necessary with this option).&lt;br /&gt;
}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. &#039;&#039;&#039;&#039;&#039;Has been deprecated&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Engine Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for engine subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Weapon Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Turret Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Sensors Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Randomness Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the &#039;&#039;Old Style&#039;&#039; mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Like all spawn options, Spawn Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 180}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Minimum Angle:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines an inner angle for the cone within which the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline. &lt;br /&gt;
*Like all spawn options, Spawn Minimum Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Interval:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes the associated spawn event to happen continuously at this time interval. Enabling this will prevent the spawn event from triggering on detonation.&lt;br /&gt;
*NOTE: Having very large numbers of total children (low interval and/or high count) can cause issues for multiplayer, and you will be warned in multiplayer if the total count is greater then 300.&lt;br /&gt;
*Like all spawn options, Spawn Interval (and its associated Delay) should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, minimum is 0.1, &#039;&#039;&#039;You will not be warned for a negative spawn interval. &#039;&#039;&#039; The value will be ignored and the spawn will be treated as a regular detonate spawn if negative. This is on purpose so that continuous/detonate spawns can be set regardless of the order in which they are defined in the flags.}}&lt;br /&gt;
&lt;br /&gt;
====+Delay:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Continuous spawn will not begin until this has elapsed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Effect:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for continuous spawns of this weapon. Will not be used for detonation.&lt;br /&gt;
*Like all spawn options, Spawn Effect should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name}}&lt;br /&gt;
&lt;br /&gt;
===$Local SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be &#039;&#039;&#039;&#039;&#039;aspect seeking missile&#039;&#039;&#039;&#039;&#039; and must have &#039;&#039;&#039;&#039;&#039;[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]&#039;&#039;&#039;&#039;&#039; flag.&lt;br /&gt;
*&#039;&#039;&#039;+Warpout Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Stage 5 Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Lock Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure:===&lt;br /&gt;
&lt;br /&gt;
*Defines the countermeasure effectiveness, radius, etc&lt;br /&gt;
{{note| &lt;br /&gt;
*Spoofing chance is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;[[#+Seeker Strength:|seeker strength]]&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;).&lt;br /&gt;
*All countermeasures in the mission perform tests to spoof missiles for two frames after &#039;&#039;&#039;any countermeasure&#039;&#039;&#039; is created in the mission. No, this doesn&#039;t seem to make much sense.&lt;br /&gt;
{{Table382|The global frame counter can be bypassed by using &#039;&#039;&#039;[[#+Pulse Interval:|pulse interval]]&#039;&#039;&#039;.}}&lt;br /&gt;
*&#039;&#039;&#039;Provisional&#039;&#039;&#039;; Countermeasures are only given one chance to spoof any individual missile. This makes tuning seeker strength/effectiveness meaningful.&lt;br /&gt;
**Previously some record of which countermeasures had been seen by each missile was kept, but it broke when multiple countermeasures were involved. A good chance of breaking with two countermeasures, and a guaranteed chance of breaking with three or more. This reduced the impact of the seeker strength/effectiveness ratio, but was partly cancelled out by the 2 frames thing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&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;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
**Default: 1.0&lt;br /&gt;
&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;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
*Default: 1.0&lt;br /&gt;
&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;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 300.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====+Missile Detonation Radius:====&lt;br /&gt;
*Defines the radius within which a missile homing on this countermeasure will trigger a detonation (see &#039;&#039;&#039;+Single Missile Kill:&#039;&#039;&#039;)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 40.0&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
&lt;br /&gt;
====+Single Missile Kill:====&lt;br /&gt;
*Defines if countermeasures will detonate only the missile homing on this countermeasure, or every missile within &#039;&#039;&#039;+Missile Detonation Radius:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: false&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table382|&lt;br /&gt;
====+Pulse Interval:====&lt;br /&gt;
*Defines how much time passes between each pulse of this countermeasure.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 0&lt;br /&gt;
{{note| any value less than or equal to 0 means the countermeasure doesn&#039;t pulse, and uses the global 2-frame counter after any countermeasure is fired.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Use Fire Wait:====&lt;br /&gt;
*Makes the countermeasure fire wait use what is specified in the &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039; section of the weapon.&lt;br /&gt;
*Default countermeasure fire wait is 333 milliseconds, regardless of that value was set in &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====+Failure Launch Delay Multiplier for AI:====&lt;br /&gt;
*After a failed countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*Previously, the amount of time was calculated as (&#039;fire wait&#039; + 2000 * &#039;countermeasure firing chance&#039;).&lt;br /&gt;
*If set to a non negative number, this value will be multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: -1&lt;br /&gt;
{{note| any value less than 0 means the default formula will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+Successful Launch Delay Multiplier for AI:====	&lt;br /&gt;
*After a successful countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*This value is multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 2&lt;br /&gt;
{{note| any value less than 0 means the default value will be used.}}&lt;br /&gt;
&lt;br /&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. 2 is a targeting beam that is used to trigger SSMs. 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.&lt;br /&gt;
{{Table214|&lt;br /&gt;
**Type 5 has been added, which is a highly flexible kind of beam with many options for its exact behavior. See $Type 5 Beam Options below.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;,, only values from 0 to 5 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;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#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;&#039;&#039;&#039;Float&#039;&#039;&#039;&#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;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#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;&#039;&#039;&#039;Float&#039;&#039;&#039;&#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;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&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;&#039;&#039;&#039;Miss Factor&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;IFF specific miss factors&#039;&#039;&#039;&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+&amp;lt;IFF&amp;gt; Miss Factor:&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, 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;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or 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;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or 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;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or 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 to create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;+Directional Glow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length to stretch the muzzleglow along the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, length in meters, the muzzleglow is rendered along (in the same plane) as the beam instead of perpendicular to the camera.}}&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;
**ALSO AFFECTS FIGHTER BEAMS. If greater than 0, fires from up to that many fire points at a time before cycling. 1 mimics the behavior of weapons with the &amp;quot;cycle&amp;quot; flag, 0 fires from all available fire points like normal weapons.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to shrink in width. (0.1 means 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**What factor of beam&#039;s width is subtracted per second.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+GrowFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to grow in width. (1.0 means as soon as the beam fires)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+GrowPct:&#039;&#039;&#039;&lt;br /&gt;
**What factor of beam&#039;s width is added per second.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Initial Width Factor:&#039;&#039;&#039;&lt;br /&gt;
**What factor of the beam&#039;s maximum width it starts with.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&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;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+BeamWidth:&#039;&#039;&#039;&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table38|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Particle Effect:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the beam flash [[Particle Effects|particle effect]].&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, particle effect name&lt;br /&gt;
**If this is specified then &#039;&#039;&#039;+Beam Flash Effect&#039;&#039;&#039; and &#039;&#039;&#039;+Beam Flash Radius&#039;&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Splash Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;$Type 5 Beam Options&#039;&#039;&#039;&lt;br /&gt;
**Species the unique attributes for type 5 beams. &#039;&#039;&#039;None of these properties will be used if the weapon is not a type 5 beam.&#039;&#039;&#039;&lt;br /&gt;
**Fundamentally, type 5 beams are slashing type beams, where the start and end positions refer to physical positions in space (and not angles from the point of view of the shooter) and have many parameters for choosing their positions, including having them be on top of each other, and thus forgoing standard slashing behavior, and also for having rotations, both during the beam firing and in between firings.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen start position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen start position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The following three fields can skipped, and the beam will not traditionally sweep like a slash beam (although it may still rotate).&lt;br /&gt;
*&#039;&#039;&#039;+End Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
***&#039;&#039;&#039;SAME RANDOM&#039;&#039;&#039;, If the start position was randomly determined, this will cause the end position to inherit that position (it will not inherit offset or randomness, only the randomness from RANDOM ON/OFF SHIP).&lt;br /&gt;
*&#039;&#039;&#039;+End Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen end position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+End Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen end position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Orient Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines the orientation of the offsets and randomness.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then the x, y, and z, directions used refer to the target&#039;s x, y, and z coordinates. X being left/right, Y being up/down, Z being front/back. A start offset of 0, 0, 1, and an end offset of 0, 0, -1 would always cause the beam to fire at the target&#039;s bow and sweep to its aft, no matter which way the shooter is oriented.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then the x, y, and z, directions used refer to the shooter&#039;s x, y, and z coordinates. Using the z coordinate with this being false will have little effect. A start offset of 1, 0, 0, and an end offset of -1, 0, 0 would always cause the beam to fire towards the target, but to the shooter&#039;s right, and sweep in the direction of the shooter&#039;s left, regardless of how the target is oriented.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
*&#039;&#039;&#039;+Scale Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines what a magnitude of 1 on the offsets and randomness mean.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then a value of 1 for a coordinate means a position in the chosen direction but at a distance equal to the target&#039;s radius. Values greater than 1, will drift further and further from the target entirely, while smaller than 1 will bring it closer to its originally chosen start position.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then it is as though it were firing at a target with a 300m radius at a 300m distance. A value of 1 corresponds to 45 degrees, which it will start at regardless of the distance of the target. Values greater than 1 will increase beyond 45 degrees but will never exceed 90 degrees&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation:&#039;&#039;&#039;&lt;br /&gt;
**This defines the degrees per second that the beam will rotate while it is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees per second&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**This defines the axis about which the beam will continuously rotate. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will rotate about the start position before the offset or randomness were applied. A beam which does not slash (end position paramters omitted), but is offset and rotates about this axis will trace out circles, for instance.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will rotate about the final start position after offset and randomness have been applied. If this beam slashes (end position paramters specified) it will trace out a spiral.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will rotate about the center of the target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Pattern:&#039;&#039;&#039;&lt;br /&gt;
**Defines a list of rotations, for the final start and end positions to be performed right before firing for each specific shot in a burst (will not rotate the beam while firing). &#039;&#039;&#039;You will not be warned for failing to give this weapon burst capability&#039;&#039;&#039;, because on spawned or subspace strike beams, providing a pattern has the additional effect of spawning multiple copies of this weapon all at once, each one corresponding to another entry in the pattern.&lt;br /&gt;
**For instance, a standard slash with a rotation pattern of  (0, 180) will cause the beam weapon to slash back and forth, or in a scissor pattern if the burst is very short and the beams fire at similar times.&lt;br /&gt;
**(0,120,240) will have 3 slashes in a triangular pattern.&lt;br /&gt;
**If a RANDOM ON/OFF SHIP option has been chosen for the start or end positions, the &amp;quot;burst shares random targets&amp;quot; flag may be used so all shots in the burst share the same random position.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;List of Floats&#039;&#039;&#039;&#039;&#039;, degrees. Example: (0, 90, 180, 270)&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the burst rotation pattern. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;Per Burst Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Will rotate the final start and end positions, possibly in addition to the burst rotation pattern, for each burst of the beam, or every shot if not a burst weapon.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees.&lt;br /&gt;
*&#039;&#039;&#039;+Per Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the per burst rotation. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&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;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only valid when editing beam sections that already exist in other tables. Attempting to index new sections will generate warnings, adding new sections is the default behavior for un-indexed sections.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, index number legal values are from 0 to 5&lt;br /&gt;
:*&#039;&#039;&#039;+remove&#039;&#039;&#039;&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*&#039;&#039;&#039;+nocreate&#039;&#039;&#039;&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#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;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&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;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, 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;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, 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;&#039;&#039;&#039;Float&#039;&#039;&#039;&#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. (Zadd can be safely ignored; it actually does nothing.)&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Remove&#039;&#039;&#039;&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;, Default, Helix, Sparkler, Ring, or Plume &#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Count:&#039;&#039;&#039;&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Vel:&#039;&#039;&#039;&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&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;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Scale:&#039;&#039;&#039;&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Z Scale:&#039;&#039;&#039;&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Rotation Rate:&#039;&#039;&#039;&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;, may be negative, useful for setting up 2 spews that spin in opposite directions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Initial Velocity:&#039;&#039;&#039;&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&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;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illuminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, TAG level and seconds respectively&lt;br /&gt;
*&#039;&#039;&#039;Note&#039;&#039;&#039;: TAG will not trigger unless the weapon in question has a non-zero damage value.&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Now also accepts SSM strike names.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FOF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Spread Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the spread rate of the field of fire. This controls how the FOF increases over time while the weapon is firing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Reset Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Rate at which the spread decreases if the weapon isn&#039;t firing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
&lt;br /&gt;
====+Max FOF:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*The maximum FOF. After the FOF reaches this value it will not increase any further.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees. Must be greater than or equal to zero.&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
&lt;br /&gt;
===$Shots:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the number of shots every time the weapon is fired.&lt;br /&gt;
*Works only for primary weapons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*&#039;&#039;&#039;+texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for impact decals (can use &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;-glow&#039;&#039;&#039;&#039;&#039; textures)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+burn time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time the &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; texture appears on the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
===$Impact decal:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines an impact decal (think bullet impact/scorch mark) using the new system introduced in FSO 19.0.0.&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, this must match to one of the entries in a [[Decals|decal tbm]].&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Radius of the impact decal; default is 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: Either &#039;&#039;&#039;&#039;&#039;Eternal&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, lifetime in seconds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Transparent:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for &#039;alpha animations&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
**Defines the strength of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Min:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Cycle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the change in alpha per frame, between &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Alpha Min&#039;&#039;&#039; values&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Hitpoints:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the amount of hitpoints a weapon has.&lt;br /&gt;
*Weapons with &#039;&#039;&#039;&amp;quot;bomb&amp;quot;&#039;&#039;&#039; flag have 50 hitpoints by default&lt;br /&gt;
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Shots:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of shots in a burst&lt;br /&gt;
*Shots in a burst use shorter ( &#039;&#039;&#039;$Burst Delay:&#039;&#039;&#039; ) delay than usually&lt;br /&gt;
*If this weapon is cycling each individual firing event counts as one burst shot, so bursts end sooner in time for large banks than small.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time in milliseconds between the shots in a burst&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the flags used to define the burst firing behaviour&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; ), list of flags&lt;br /&gt;
**Available burst flags:&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;fast firing&amp;quot;&#039;&#039;&#039;, acts as if &#039;&#039;&#039;same turret cooldown&#039;&#039;&#039; flag would be used between the shots in the burst.&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;random length&amp;quot;&#039;&#039;&#039;, makes AI to fire burst of random length (from 1 to burst shots).}}&lt;br /&gt;
{{Table202|&#039;&#039;&#039;&amp;quot;resets&amp;quot;&#039;&#039;&#039;, as long as a full fire wait has passed since last fired, the burst is reset and can be fired in full again.}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Flame Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the modeled thruster of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the glow type effect of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster&#039;s glow type effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Failure Rate:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines the random chance that the weapon will fail to fire, or spawn the substitute below if specified.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, 0 - 1&lt;br /&gt;
&lt;br /&gt;
====+Failure Substitute:====&lt;br /&gt;
*Defines the weapon to substitute when the weapon &#039;fails&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Weapon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$On Create:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Defines an [[Action System|action system]] program set to be executed when a weapon of this type is created. Only applicable to laser and missile style weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Substitute:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Defines a pattern of ammo to substitute for primary or secondary weapons. &#039;&#039;&#039;$Substitute:&#039;&#039;&#039; can be repeated any number of times (so you could make something like a rainbow laser with several ammo substitutions, for example). If neither &#039;&#039;+period&#039;&#039; or &#039;&#039;+index&#039;&#039; is specified, it is assumed to be equivalent to &#039;&#039;+index: &#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Weapon Name&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swarm missiles act in a strange way when used with $Substitute, use at your own risk.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Turrets can use $Substitute as well.&lt;br /&gt;
}}&lt;br /&gt;
====+period:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; every &#039;&#039;period&#039;&#039; shots.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;}}&lt;br /&gt;
=====+offset:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
A suboption of +period, offsets the substitute pattern according to the launched ammo. For example, an offset of 3 and a period of 4 will substitute on the 3rd ammo launched, and then every 4th ammo after that.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+index:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute the &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; at firepoint &#039;&#039;index&#039;&#039; in the shot pattern. Similar to carefully using both +period and +offset, but is not affected by ships with different firepoint numbers. i.e. Firepoint &#039;&#039;index&#039;&#039; will always have the substitution, while +period and +offset will cycle at different rates dependant on the number of firepoints.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==Weapons.tbl Flags==&lt;br /&gt;
&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 for a short period of time.&lt;br /&gt;
&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;
*The flag will parse without a value, using a default of 10.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Multiple spawn types can be defined for a single &#039;carrier&#039; weapon up to maximum of 5 different weapons}}&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;
&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;
&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. Also the AI will not try to hit fighters with it, but only if the weapon is in a turret or is a secondary. If the weapon is a primary in a fighter then there are no targeting restrictions. See [[Weapons.tbl#.22capital.2B.22|capital+]] instead.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Supercap&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 75% damage to a ship with the &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&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;
&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;
&lt;br /&gt;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon target-able with the B key and interceptable by AIs&lt;br /&gt;
** Has been long thought to make the AI prefer this weapon against large ships, but in fact has no effect on AI weapon selection.&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;
&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;
&lt;br /&gt;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;EXTREMELY IMPORTANT NOTE:&#039;&#039;&#039;&lt;br /&gt;
**Whenever you plan to use a weapon as a player one in your campaign or missions, &#039;&#039;&#039;USE THIS FLAG&#039;&#039;&#039;.&lt;br /&gt;
**Not using it can cause problems within fs_open and it&#039;s a BAD MOD DESIGN.&lt;br /&gt;
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it&#039;s still a BAD DESIGN.&lt;br /&gt;
**As another possible example: be careful to update &amp;quot;retail&amp;quot; tables if you plan to use Shivan weapons in player fighters.}}&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;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}&lt;br /&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;
&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;
&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;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}&lt;br /&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;
&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;
&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;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
* Does nothing&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
The AI will prefer these weapons for anti-subsystem use&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a countermeasure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
*Make sure you define the size and reload rate for ballistic weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
{{Table3610| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapon can only be fired at tagged targets}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapon to alternate between firing points}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.) Only applies to the target selection of turrets, has no effect on the behavior of fighters picking primary and secondary bank weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;smart spawn&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Sets spawned &#039;child&#039; weapons to use parent weapon&#039;s target.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no emp kill&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;untargeted heat seeker&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no radius doubling&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no subsystem homing&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lifeleft penalty&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can be targeted&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be targeted by player. Does not influence AI}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show friendly on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;capital+&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells AI to use this weapon only on capital ships}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;chain external model fps&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game to keep switching external model firingpoints when firing}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;external model launcher&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes blast damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from weapon blasts}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes shockwave damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from shockwaves}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ciws&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the &amp;quot;take blast/shockwave damage&amp;quot; flags.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;render flak&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;anti-subsystem beam&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Beam weapons with this flag can target subsystems on enemy ships, just like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Primary weapons with this flag can not be linked with other weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same emp time for capships&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*capships affected by this weapon will use the tabled EMP time rather than the fixed retail value (7.5 secs)}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linked penalty&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Primary weapons with this flag do not incur the retail linked fire penalty}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no homing speed ramp&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Locked homing weapons will not perform the standard 1 second long acceleration when fired. Note that use of $Acceleration Time is &#039;&#039;&#039;not&#039;&#039;&#039; affected by this flag.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pulls aspect seekers&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*If an aspect seeker is grabbed by this countermeasure the missile will follow the countermeasure instead of going into dumbfire mode.&lt;br /&gt;
&#039;&#039;&#039;Only valid for countermeasures!&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;turret interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;fighter interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;interceptable&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows turrets/fighters/both (respectively) to shoot at this weapon without requiring it to be a bomb. If this is the first time this weapon has been defined, it also gives it a default of 25 hitpoints so that it can be shot down.&lt;br /&gt;
&#039;&#039;&#039;If you use a TBM to give this flag to an existing weapon, you&#039;ll need to specify hitpoints manually (unless you want it to be unkillable but still draw defensive fire).&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply recoil&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*A ship that fires a weapon with this flag will experience a recoil effect, slowing the ship down and, with lighter strikecraft, inducing some rotation if the firing points are offset from the center of mass.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t spawn if shot&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Prevents parent weapons from spawning children in the even of the parent weapon being shot down.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;die on lost lock&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Aspect seeking missiles (only, not heat seekers) will detonate upon losing their lock. Currently they only lose lock if decoyed by a countermeasure, AND &amp;quot;pulls aspect seekers&amp;quot; or similar is not set. The detonation will use their &amp;quot;dinky&amp;quot; explosion (i.e. same as if ran out of lifetime).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no doublefire&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevents dual-firing of secondary weapons. If the ship tries to dual-fire a weapon with this flag they are set back to single fire.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;require exact los&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevent AI form firing this weapon from a turret or as a secondary weapon if there is no clear line of sight from the weapons firing point to its targeted ship (center). Note that this may keep the weapon trained on a target out of sight while another target may be available to shoot.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can damage shooter&amp;quot;===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*This weapon can collide with and directly damage the original shooter of this weapon (even if it was spawned), which is not normally possible.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;heals&amp;quot;===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*This weapon uses its $Damage value to heal its target(s) instead of damaging them.&lt;br /&gt;
*This works very similarly to damage, the armor/shield/subsystem factors apply to healing as well as do armor classes. However, there are some caveats.&amp;lt;br&amp;gt;&lt;br /&gt;
*Healing will &#039;&#039;always&#039;&#039; carry. Unlike damage, which first has to go through the shield, has damage subtracted, then damages subsystems, has damage subtracted, then finally damages the hull if any damage remains, healing will apply in full to hull, shield, and subsystems (factors or armor classes notwithstanding). A weapon with 100 &#039;healing&#039; will attempt to apply that healing to the hull, shield and nearby subsystems to the impact. Even if the weapon only heals hull, it will still do so even if it strikes the shield.}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the speed of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meter per second&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&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;$Lifetime Min:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Max:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&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;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;), names of the weapons&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;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;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Primary Weapons&lt;br /&gt;
&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;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Secondary Weapons&lt;br /&gt;
&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;
&lt;br /&gt;
#End&lt;br /&gt;
&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;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Template:Secondary_weapon&amp;diff=63376</id>
		<title>Template:Secondary weapon</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Template:Secondary_weapon&amp;diff=63376"/>
		<updated>2021-06-11T04:33:28Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: Added text for lockarm in additional properties.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|  {{#if: {{{table_style|}}}|{{{table_style}}}|style=&amp;quot;margin: 0 0 1em 1em; background: #302020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%&amp;quot;}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | {{{name}}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{range|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{range}}} m&lt;br /&gt;
{{!}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{reload|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Reload time&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{reload}}} s&lt;br /&gt;
{{!}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{velocity|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Velocity&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{velocity}}} ms&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt;&lt;br /&gt;
{{!}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{damage|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{damage}}}&lt;br /&gt;
{{!}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{armor_damage|}}}|&lt;br /&gt;
{{!}} style=&amp;quot;padding-left: 20px&amp;quot; {{!}} Armor damage&lt;br /&gt;
{{!}} style=&amp;quot;padding-left: 20px&amp;quot; {{!}} {{{armor_damage}}}&lt;br /&gt;
{{!}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{shield_damage|}}}|&lt;br /&gt;
{{!}} style=&amp;quot;padding-left: 20px&amp;quot; {{!}} Shield damage&lt;br /&gt;
{{!}} style=&amp;quot;padding-left: 20px&amp;quot; {{!}} {{{shield_damage}}}&lt;br /&gt;
{{!}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{subsystem_damage|}}}|&lt;br /&gt;
{{!}} style=&amp;quot;padding-left: 20px&amp;quot; {{!}} Subsystem damage&lt;br /&gt;
{{!}} style=&amp;quot;padding-left: 20px&amp;quot; {{!}} {{{subsystem_damage}}}&lt;br /&gt;
{{!}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{homing_type|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Homing type&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{homing_type}}}&lt;br /&gt;
{{!}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{homing_cone|}}}|&lt;br /&gt;
{{!}} style=&amp;quot;padding-left: 20px&amp;quot; {{!}} Homing cone&lt;br /&gt;
{{!}} style=&amp;quot;padding-left: 20px&amp;quot; {{!}} {{{homing_cone}}} degrees&lt;br /&gt;
{{!}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{homing_min_time|}}}|&lt;br /&gt;
{{!}} style=&amp;quot;padding-left: 20px&amp;quot; {{!}} Minimum lock time&lt;br /&gt;
{{!}} style=&amp;quot;padding-left: 20px&amp;quot; {{!}} {{{homing_min_time}}} s &lt;br /&gt;
{{!}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{homing_turn|}}}|&lt;br /&gt;
{{!}} style=&amp;quot;padding-left: 20px&amp;quot; {{!}} Turn rate (360 degress)&lt;br /&gt;
{{!}} style=&amp;quot;padding-left: 20px&amp;quot; {{!}} {{{homing_turn}}} s&lt;br /&gt;
{{!}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{shockwave|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Shockwave radius (inner/outer)&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{shockwave}}} m&lt;br /&gt;
{{!}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{bomb|}}}{{{hitpoints|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Hitpoints&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{#if: {{{hitpoints|}}}|{{{hitpoints}}}|50}}&lt;br /&gt;
{{!}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{spawn|}}}|&lt;br /&gt;
{{!}} &#039;&#039;&#039;Spawn count&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{spawn}}}&lt;br /&gt;
{{!}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{children|}}}|&lt;br /&gt;
{{!}} style=&amp;quot;padding-left: 20px&amp;quot; {{!}} Spawned missile&lt;br /&gt;
{{!}} style=&amp;quot;padding-left: 20px&amp;quot; {{!}} {{{children}}}&lt;br /&gt;
{{!}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional properties&#039;&#039;&#039;&lt;br /&gt;
*Weapon is a missile weapon [[Weapons.tbl|(Secondary weapon)]]{{#if: {{{bomb|}}}|*Weapon is marked as a bomb [[Weapons.tbl#.22Bomb.22|(Bomb)]]}}{{#if: {{{child|}}}|*Weapon cannot be set as a weapon mounted on any ship, but is instead created by another weapon [[Weapons.tbl#.22child.22|(child)]]}}{{#if: {{{huge|}}}|*Weapon is capable of easily damaging even larger vessels [[Weapons.tbl#.22Huge.22|(Huge)]]}}{{#if: {{{emp|}}}|*Weapon causes an EMP effect on any ship within the blast radius [[Weapons.tbl#.22EMP.22|(EMP)]]}}{{#if: {{{big_ship|}}}|*Weapon cannot be mounted on small ships [[Weapons.tbl#.22Big_Ship.22|(Big Ship)]]}}{{#if: {{{same_turret_cooldown|}}}|*Weapon refire rate is the same on all difficulty levels [[Weapons.tbl#.22same_turret_cooldown.22|(same turret cooldown)]]}}{{#if: {{{no_dumbfire|}}}|*Weapon must be locked onto the target in order to be fired [[Weapons.tbl#.22No Dumbfire.22|(No Dumbfire)]]}}{{#if: {{{lockarm|}}}|*Weapon only does full amount of damage when target is locked on [[Weapons.tbl#.22lockarm.22|(lockarm)]]}}{{#if: {{{shockwave|}}}|*The shockwave doubles the damage against any target that takes a direct hit}}{{#if: {{{spawn|}}}|*Weapon creates {{{spawn}}} {{{children}}} upon detonation [[Weapons.tbl#.22Spawn_Name.2CValue.22|(Spawn)]]}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Secondary_weapon&lt;br /&gt;
|table_style = &lt;br /&gt;
|name = &lt;br /&gt;
|range = &lt;br /&gt;
|reload = &lt;br /&gt;
|velocity = &lt;br /&gt;
|damage = &lt;br /&gt;
|armor_damage =&lt;br /&gt;
|shield_damage = &lt;br /&gt;
|subsystem_damage = &lt;br /&gt;
|homing_type = &lt;br /&gt;
|homing_cone = &lt;br /&gt;
|homing_min_time = &lt;br /&gt;
|homing_turn = &lt;br /&gt;
|shockwave = &lt;br /&gt;
|hitpoints = &lt;br /&gt;
|bomb = &lt;br /&gt;
|child = &lt;br /&gt;
|huge = &lt;br /&gt;
|emp = &lt;br /&gt;
|big_ship = &lt;br /&gt;
|same_turret_cooldown = &lt;br /&gt;
|no_dumbfire = &lt;br /&gt;
|spawn =&lt;br /&gt;
|children =&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Entries in actual page do not have to follow the same order.&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates|Secondary weapon]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTM_Hornet&amp;diff=63375</id>
		<title>GTM Hornet</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTM_Hornet&amp;diff=63375"/>
		<updated>2021-06-11T04:28:19Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: /* Veteran Comments */ Rewrote my own VC because the previous one was mostly redundant.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;GTM-4 Hornet&#039;&#039;&#039; is a Great War-era early swarming missile. This missile rack launches four warheads per volley that each follow individual, slightly erratic paths to the target. This gives them a better chance of intercepting the target and increases their resistence to countermeasures. Though the Hornet has since been eclipsed by other missiles, most especially its direct descendant the [[GTM Tornado]],  vast quantities of Hornets remain available due to overzealous production.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
While the Hornet will lock and track a figher-sized target, in general it lacks the speed and agility to succesfully engage anything except bombers or the slower assault fighters.  Modern superiority fighters and interceptors are simply too maneuverable to be caught by this aging design.  &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Where the Hornet still performs well is in the role of heavy assault. In dual fire mode, 8 missiles are launched in each rapidly-loaded volley. Light warships and slow ships with minimal armor are quickly shredded by the blizzard of incoming warheads.  Unlike the Tornado, the Hornet arms its explosives immediately upon exiting its launch tube, so if a target is big enough you can even launch a salvo without gaining lock on it.  Assault fighters such as the Hercules Mark II can carry large numbers of these missiles, and a wing of Hornet-equipped assault fighters spell certain doom for any light ship that crosses their path.&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Hornet.gif]]|caption=The GTM-4 Hornet}}&lt;br /&gt;
&lt;br /&gt;
==FS1 Tech Room Data==&lt;br /&gt;
Infrared and ultraviolet tracking - designed to fire in small groups of 4 missiles per burst - light medium payload per  missile (12 Kt) - semi-intelligent on-board tracking - single-pass kill probability will not exceed 60% on average -designed as an offensive version of the Fury.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As a &amp;quot;swarm&amp;quot; based weapon, this missile can take out an unshielded fighter without any difficulty.  It&#039;s four missile system almost guarantees one or two hits, and its speed is quite amazing.  Twice as powerful against naked hulls.&lt;br /&gt;
&lt;br /&gt;
==FS2 Tech Room Data==&lt;br /&gt;
The GTM-4 Hornet was showing its age even toward the end of the Great War, but it was cheap to manufacture. As a result, war-time production of the Hornet ran full-tilt at factories in eight star systems right up to the end of the war. After hostilities ceased, the GTVA found itself with an inventory of 2.6 million Hornet missiles. This stockpile has been spread among all GTVA battle groups, with each receiving at least 100,000 Hornets. This aspect-seeking missile still delivers a devastating four-missile punch, which makes it a consistent favorite of many pilots.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics - Hornet===&lt;br /&gt;
{{Secondary|1 330|2.0|190|50*|Full|50*|Average|25*|Minimal|7.5*|10 / 20|Aspect Seeking|N / A|3.0 s|1.15 s}}&lt;br /&gt;
&lt;br /&gt;
===Statistics - Hornet#Weak (FS1)===&lt;br /&gt;
{{Secondary|1 140|2.0|190|15|Full|15|Very Poor|3|Poor|4.5|0|Aspect Seeking|N / A|3.0 s|1.6 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Statistics - Hornet#Weak (FS2)===&lt;br /&gt;
{{Secondary|1 140|2.0|190|15*|Full|15*|Very Poor|3*|Poor|4.5*|20 / 40|Aspect Seeking|N / A|3.0 s|1.6 s}}&lt;br /&gt;
&lt;br /&gt;
===Statistics - Hornet D===&lt;br /&gt;
{{Secondary|1 330|2.0|190|36*|Full|36*|Average|18*|Minimal|5.4*|10 / 20|Aspect Seeking|N / A|3.0 s|1.15 s}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Missile launches in [[Weapons.tbl#$Swarm:|swarms]] of 4 missiles.&lt;br /&gt;
*The shockwave doubles the damage against any target that takes a direct hit &lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|The Hornet is perfectly usable in a dogfight. You just need to understand how it works. The Hornet flies a lag-pursuit curve to the target, rather than a lead-pursuit like most FS missiles. It does its best work fired in a head-on pass or from within a 45-degree cone from the target&#039;s six-o&#039;clock position. Do not expect high-deflection Hornet shots to hit anything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I usually prefer either the [[GTM Tempest]] or the [[GTM Fury]] (depending on the generation) to this missile, as they pack more damage per missile bank. I generally use the Hornet to bombard cruisers like the [[GVC Mentu|Mentu]], the [[SC Cain|Cain]] or the [[GTC Aeolus|Aeolus]], or on any freighters or transports in the area. The Hornet has several advantages over its dumbfire cousins, including range, accuracy and - of course - firepower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Choose the Tornado over it as soon as you get it. It may take more space, but Tornados have better homing capabilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In FS1, this is a solid weapon with a set of drawbacks that keep it from dominating. It out-damages the [[GTM Interceptor]] by 50 base points (100 base points on double-fire mode), provided all 4 missiles strike their target, but is considerably slower. Because of this, it is less useful in a dogfight against quick vessels, but works well against slower targets or those pinned down by the Flail. In a pinch, they still force the opponent to move or be hit, like any locked missile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The best use of the Hornet lies in its &amp;quot;bombing&amp;quot; capabilities. The Hornet inflicts up to 400 base points per salvo, which can be repeated every second if you cycle between two embankments. Against cruiser-sized vessels and lower, this can actually be a faster method of killing them, thanks in part to the slow travel time of bombs (or distance that the slow bombers must travel to point-blank). Furthermore, Hornets cannot be intercepted like Harbingers or Tsunamis can, making successful strikes much easier. It is only when pitted against capital ships that Hornets really start to have problems, due to the much faster rearm times for bombs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One other drawback of the Hornet is that it does next to null against subsystems. You&#039;ll want to use Interceptors or Phoenix Vs for that job, if you aren&#039;t going to employ Stilettos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ability to cram slightly more Hornets into each missile bank is worth considering if you are fending off bombers or attacking cargo, transports, and freighters and, in the absence of Tempests, must decide between equipping either the Hornet or Tornado. While the Tornado is a more efficient single-target killer since its homing ability is better, and all 4 (or 8 in dual-fire mode) missiles hit the target at once, thus overwhelming most shielded targets with a mini &amp;quot;alpha strike&amp;quot;, the Hornet (theoretically) does the exact same amount of damage, has a slightly shorter reload time, and does not have the &amp;quot;lockarm&amp;quot; flag, which means each Hornet still does its tabled damage even if you fire them without gaining aspect lock. If you need to spread damage out across multiple unshielded large targets within a short amount of time, the Hornet might be marginally superior than the Tornado, although the Tempest would be the ideal missile for such a purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arguably better than the Fury as the anti-cruiser missile of choice for FS1. By the time of FS2 its usefulness is truly gone as the Tempest does over 80% the hull damage at 25% the size of a Hornet missile. There really isn&#039;t much of a purpose for the Hornet in the second game aside from using it to fill in your assault fighter&#039;s banks when you can&#039;t stuff any more Tempests in a bank - it&#039;s useless for dogfighting when the Harpoon (and later the Tornado) come out, alongside the issue of the Tempest outclassing it for anti-cruiser work.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=ACa_Akrotiri&amp;diff=63353</id>
		<title>ACa Akrotiri</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=ACa_Akrotiri&amp;diff=63353"/>
		<updated>2021-05-28T05:07:09Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: /* Veteran Comments */ Removed a bit of fluff.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;[[Inferno Short Hand#Carrier|ACa]] &#039;&#039;Akrotiri&#039;&#039;&#039;&#039;&#039; is a massive user-made [[Ancients|Ancient]] warship. It was originally named &#039;&#039;&#039;ASD &#039;&#039;Thera&#039;&#039;&#039;&#039;&#039; and created by Bobboau as part of his Ancient ships project. The model was first included in [[Inferno Release 1]] with its current name, and it has since been used in several unrelated mods to represent a warship of Ancient origin or another non-[[GTVA]] faction.&lt;br /&gt;
&lt;br /&gt;
In [[The Procyon Insurgency]], the &#039;&#039;Akrotiri&#039;&#039; is classified as a juggernaut instead of a carrier, and in [[Blue Planet: Age of Aquarius]], the Akrotiri is re-skinned and used as the [[Vishnan Sacred Keeper]].&lt;br /&gt;
&lt;br /&gt;
[[Image:akrotiri.jpg|thumb|right|650px|The ACa &#039;&#039;Akrotiri&#039;&#039;, as seen in [[Inferno Release 1]].]]&lt;br /&gt;
[[Image:Ajakrotiri.jpg|thumb|right|650px|The AJ &#039;&#039;Akrotiri&#039;&#039;, as seen in [[The Procyon Insurgency]].]]&lt;br /&gt;
[[Image:Acaakrotiri-asw.jpg|thumb|right|650px|The ACa &#039;&#039;Akrotiri&#039;&#039;, as seen in the [[Ancient-Shivan War (campaign)|Ancient-Shivan War]].]]&lt;br /&gt;
[[Image:Vishnansacredkeeper.jpg|thumb|right|650px|The Vishnan Sacred Keeper in BP.]]&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
===Inferno Release 1 Tech Room Description===&lt;br /&gt;
The massive Akrotiri was originally thought to be a juggernaut, but the number of fighters it has been seen to deploy made Allied Command reconsider their designation. A supercarrier with several heavy and super-heavy cannons, as well as a formidable array of pulse turrets and missiles, it requires the full attention of a squadron of Jotun bombers or a capital ship to assist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Procyon Insurgency Tech Room Description===&lt;br /&gt;
This massive juggernaut was encountered at the end of the PCA insurgency in early 2369, just as Admiral Dasmar shut down the newly discovered Knossos portal in Procyon. Allied forces took down the warship despite sustaining heavy losses. The exact specifications of this vessel have been classified Level Phi.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ancient-Shivan War Tech Room Description===&lt;br /&gt;
The Akrotiri class carriers are the crown gem of our fleets, each one revered with pride. These massive warships, monoliths spawned from times of the past, can carry countless fighters and bombers into battle, and the carrier&#039;s armour and size is incredible. The massive cannon mounted on the underbelly provides it the means to annihilate anything that foolishly opposes it. A true masterpiece, the mere sight of this ship assures everyone that they are safe, even in the darkest of times. The lead ship of this class is currently serving in the Sopul fleet, while more are nearing completion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blue Planet Tech Room Description (Vishnan Sacred Keeper)===&lt;br /&gt;
These Vishnan capital ships are found to be leading Vishnan strike groups. ETAK-type transmissions intercepted from this vessel have led analysts to conclude that these ships act as a communications hub for lesser ships in the fleet. Destruction of these vessels leave their escort vessels powerless and impotent. They are some of the most powerful capital ships we have ever encountered, rivalled only by the Shivan Sathanas juggernaut.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
* Original model by &#039;&#039;&#039;Bobboau&#039;&#039;&#039;&lt;br /&gt;
* [[Procyon Insurgency]] textures by &#039;&#039;&#039;CP5670&#039;&#039;&#039;&lt;br /&gt;
* High-poly model by &#039;&#039;&#039;Esarai&#039;&#039;&#039; and &#039;&#039;&#039;FSF&#039;&#039;&#039;&lt;br /&gt;
* [[Ancient-Shivan War (campaign)|Ancient-Shivan War]] textures by &#039;&#039;&#039;Freespaceking&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
*&#039;&#039;&#039;INFR1&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Type|Type]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | Super Carrier&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]&#039;&#039;&#039;&lt;br /&gt;
| Ancients&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 3 050 000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Width|Width]]&#039;&#039;&#039;&lt;br /&gt;
| 1560 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Height|Height]]&#039;&#039;&#039;&lt;br /&gt;
| 1248 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 5725 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;ASW&#039;&#039;&#039;&lt;br /&gt;
{{Ship_box&lt;br /&gt;
|name = ACa Akrotiri&lt;br /&gt;
|yaw_pitch_roll = 350 - 350 - 300&lt;br /&gt;
|max_velocity = 35 (45)&lt;br /&gt;
|hitpoints = 400000&lt;br /&gt;
|length = 5542.36&lt;br /&gt;
|width = 1667.69&lt;br /&gt;
|height = 1274.25&lt;br /&gt;
|turrets = 43&lt;br /&gt;
|fighterbays = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Turrets|Turrets]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Inferno Release 1&#039;&#039;&#039;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#4682B4;&amp;quot;| &#039;&#039;&#039;The Procyon Insurgency&#039;&#039;&#039;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#5F9EA0;&amp;quot;| &#039;&#039;&#039;Ancient-Shivan War&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| LRABeam&lt;br /&gt;
| 3&lt;br /&gt;
| BFBlue&lt;br /&gt;
| 1&lt;br /&gt;
| Ancient Super Cannon&lt;br /&gt;
| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| BABeam&lt;br /&gt;
| 4&lt;br /&gt;
| BBlue&lt;br /&gt;
| 2&lt;br /&gt;
| Wrath Missile&lt;br /&gt;
| 4&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SABeam&lt;br /&gt;
| 2&lt;br /&gt;
| AAAA&lt;br /&gt;
| 12&lt;br /&gt;
| Ancient Cannon&lt;br /&gt;
| 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Unknown AAA&lt;br /&gt;
| 8&lt;br /&gt;
| Ancient Mini Cannon&lt;br /&gt;
| 6&lt;br /&gt;
| Pharnec&lt;br /&gt;
| 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Unknown Turret&lt;br /&gt;
| 22 (8x2)&lt;br /&gt;
| Ancient Turret&lt;br /&gt;
| 10&lt;br /&gt;
| Ancient Light Turret&lt;br /&gt;
| 22&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Unknown Missile&lt;br /&gt;
| 4&lt;br /&gt;
| Ancient Small Turret&lt;br /&gt;
| 11&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vishnan Sacred Keeper&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Default Statistics&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| LRABeam&lt;br /&gt;
| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Vishnan Huge Turret&lt;br /&gt;
| 4&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Vishnan Pulse Turret&lt;br /&gt;
| 4&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Vishnan AAA&lt;br /&gt;
| 12&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Vishnan Turret&lt;br /&gt;
| 14&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| BABeam&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Vishnan Primary&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;300px&amp;quot;&amp;gt;&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Modding Resources==&lt;br /&gt;
*&#039;&#039;&#039;ASW&#039;&#039;&#039;&lt;br /&gt;
:$POF File: Akrotiri.pof&lt;br /&gt;
:Texture list: ACap05;acap06;acap01;damage;acap03;Akrotiri;gatea1;gatea2;gatea3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blue Planet&#039;&#039;&#039;&lt;br /&gt;
:$POF File: Vishnan_Sacred_Keeper.pof&lt;br /&gt;
:Texture list: acap01;Vgatea1;damage;acap06;acap03;Vgatea3;Vgatea2;acap05;akrotiri;aexhaust;blueline&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|This is probably the most-used large ship that resembles the Ancients, or otherwise another powerful space-faring species. In [[Blue Planet]], it is used as the [[Vishnan Sacred Keeper]], and in [[The Procyon Insurgency]]&#039;s campaign, it is designated a juggernaut thought to be of Ancient origin. Despite its size, armaments and hull strength, this vessel can move as fast as the NTF Iceni (based on its original INFR1 statistics), which in turn is the fastest canon Terran warship ever constructed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The biggest threat of the Akrotiri is that super-huge forward-firing beam cannon mounted on its underside, which can obliterate most destroyers with a single shot. Both Blue Planet and The Procyon Insurgency have demonstrated the power of this weapon. A battle tactic, used by the Shivans in Blue Planet, and the Vasudans in The Procyon Insurgency, is to concentrate a huge amount of beam fire on this particular cannon, rendering it inoperable and making the Akrotiri more akin to an Ancient &amp;quot;Lucifer&amp;quot;, with lots of hitpoints but terrible capital ship defences. The disabling of this cannon has apparently become a running gag across all campaigns and mods that include the Akrotiri in their ship table files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The model features a number of trenches that turn into short tunnels, which in the original model had reactor subsystems placed at the end of each. The idea was for there to be a mission with a number of Death Star-like trench runs to disable the ship.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==External links:==&lt;br /&gt;
*INFR1: &lt;br /&gt;
**[http://www.freespacemods.net/download.php?view.95 Download | FSmods]&lt;br /&gt;
*ASW&lt;br /&gt;
**[https://sectorgame.com/forums/viewtopic.php?f=54&amp;amp;t=4812 Release Thread | Sectorgame]&lt;br /&gt;
*Blue Planet Complete:&lt;br /&gt;
**[https://www.hard-light.net/forums/index.php?topic=90802.0 RELEASE - Blue Planet]&lt;br /&gt;
&lt;br /&gt;
[[Category:Ancient-Shivan War]]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Awardable_Medals&amp;diff=63192</id>
		<title>Awardable Medals</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Awardable_Medals&amp;diff=63192"/>
		<updated>2021-02-21T05:04:51Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: /* FreeSpace 2 Medals */ Missing full-stop added.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These is a list of &#039;&#039;&#039;known medals&#039;&#039;&#039; that Terran pilots may receive during their careers. The player must sometimes meet certain conditions apart from completing a mission to receive a given medal. In each game, there are two medals that are only granted if the player plays on at least Medium and impeccably completes a duo of missions.&lt;br /&gt;
&lt;br /&gt;
From a [[Portal:FRED|FREDding]] perspective, medals are awarded by the [[grant-medal]] [[SEXP|symbolic expression]]. If the player fails to progress with the campaign, as determined by the campaign file, he will not receive the medal anyhow.&lt;br /&gt;
&lt;br /&gt;
Players also receive &amp;quot;ace&amp;quot; ranks that can be acquired by scoring a given number of kills. There are three such ranks in both games: Ace, Double Ace, Triple Ace.&lt;br /&gt;
&lt;br /&gt;
==FreeSpace 1 Medals==&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;25&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;background:black; color:white; text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture&lt;br /&gt;
! Name&lt;br /&gt;
! Requirement&lt;br /&gt;
! Mission&lt;br /&gt;
! Mjn&#039;s Remake&lt;br /&gt;
|-&lt;br /&gt;
| [[image:Fs1 ace.gif]]&lt;br /&gt;
| &#039;&#039;&#039;Ace&#039;&#039;&#039;&lt;br /&gt;
| 60 kills&lt;br /&gt;
| Any&lt;br /&gt;
| [[image:Ace.png|50px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[image:Fs1 doubleace.gif]]&lt;br /&gt;
| &#039;&#039;&#039;Double Ace&#039;&#039;&#039;&lt;br /&gt;
| 150 kills&lt;br /&gt;
| Any&lt;br /&gt;
| [[image:DoubleAce.png|50px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[image:Fs1 tripleace.gif]]&lt;br /&gt;
| &#039;&#039;&#039;Triple Ace&#039;&#039;&#039;&lt;br /&gt;
| 350 kills&lt;br /&gt;
| Any&lt;br /&gt;
| [[image:TripleAce.png|50px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[image:Fs1 wings.gif]]&lt;br /&gt;
| &#039;&#039;&#039;Wings&#039;&#039;&#039;&lt;br /&gt;
| Complete Basic Training 1-3&lt;br /&gt;
| Basic Training 3&lt;br /&gt;
| [[image:Wings.png|125px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[image:Fs1 advwings.gif]]&lt;br /&gt;
| &#039;&#039;&#039;Adv. Pilot Wings&#039;&#039;&#039;&lt;br /&gt;
| Complete all Training Missions&lt;br /&gt;
| Advanced Training 2&lt;br /&gt;
| [[image:AdvancedWings.png|125px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[image:Fs1 commendationmedal.gif]]&lt;br /&gt;
| &#039;&#039;&#039;Commendation Medal&#039;&#039;&#039;&lt;br /&gt;
| [[Running the Gauntlet]]&amp;lt;br /&amp;gt;[[Avenging Angels]]: Disable and capture both the GTT &#039;&#039;Omega&#039;&#039; and PVT &#039;&#039;Rasputin&#039;&#039;&lt;br /&gt;
| Act 3 Mission 5&amp;lt;br /&amp;gt;Act 1 Mission 4&lt;br /&gt;
| [[image:CommendationMedal.png|75px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[image:Fs1 conspicuousgallantry.gif]]&lt;br /&gt;
| &#039;&#039;&#039;Conspicuous Gallantry&#039;&#039;&#039;&lt;br /&gt;
| [[The Big Bang]] &amp;lt;br /&amp;gt;[[Last Hope]]&lt;br /&gt;
| Act 2 Mission 2&amp;lt;br /&amp;gt;Act 3 Mission 2&lt;br /&gt;
| [[image:ConspicuousGallantry.png|75px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[image:Fs1 distinguishedflyingcross.gif]]&lt;br /&gt;
| &#039;&#039;&#039;Distinguished Flying Cross&#039;&#039;&#039;&lt;br /&gt;
| [[The Field of Battle]]: Destroy the PVF &#039;&#039;Vasudan Ace&#039;&#039;(difficulty must be medium or higher) &amp;lt;br /&amp;gt;[[Paving the Way]] &amp;lt;br /&amp;gt;[[Enter the Dragon]]&lt;br /&gt;
| Act 1 Mission 2&amp;lt;br /&amp;gt;Act 1 Mission 6&amp;lt;br /&amp;gt;Act 2 Mission 7&lt;br /&gt;
| [[image:DistinguishedFlyingCross.png|75px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[image:Fs1 distinguishedservicecross.gif]]&lt;br /&gt;
| &#039;&#039;&#039;Distinguished Service Cross&#039;&#039;&#039;&lt;br /&gt;
| [[La Ruota della Fortuna]]&lt;br /&gt;
| Act 2 Mission 3&lt;br /&gt;
| [[image:DistinguishedServiceCross.png|75px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[image:Fs1 galacticservice.gif]]&lt;br /&gt;
| &#039;&#039;&#039;Galactic Service&#039;&#039;&#039;&lt;br /&gt;
| [[Good Luck]]&lt;br /&gt;
| Act 3 Mission 9&lt;br /&gt;
| [[image:GalacticService.png|75px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[image:Fs1 galateasurvivor.gif]]&lt;br /&gt;
| &#039;&#039;&#039;Galatea Survivor&#039;&#039;&#039;&lt;br /&gt;
| [[Doomsday]]: Protect all escape pods launched from the GTD &#039;&#039;Galatea&#039;&#039; on Medium difficulty or higher&lt;br /&gt;
| Act 2 Mission 10&lt;br /&gt;
| [[image:GalateaSurvivor.png|75px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[image:Fs1 goodconduct.gif]]&lt;br /&gt;
| &#039;&#039;&#039;Good Conduct&#039;&#039;&#039;&lt;br /&gt;
| [[First Strike]]&amp;lt;br /&amp;gt;[[A Failure to Communicate]]&amp;lt;br /&amp;gt;[[Shell Game]]&lt;br /&gt;
| Act 1 Mission 10&amp;lt;br /&amp;gt;Act 3 Mission 3&amp;lt;br /&amp;gt;Act 2 Mission 6&lt;br /&gt;
| [[image:GoodConduct.png|75px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[image:Fs1 legionofmerit.gif]]&lt;br /&gt;
| &#039;&#039;&#039;Legion of Merit&#039;&#039;&#039;&lt;br /&gt;
| [[Reaching the Zenith]]: Destroy the SC &#039;&#039;Zenith&#039;&#039;&lt;br /&gt;
| Act 3 Mission 4&lt;br /&gt;
| [[image:LegionOfMerit.png|75px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[image:Fs1 medalofhonor.gif]]&lt;br /&gt;
| &#039;&#039;&#039;Medal of Honor&#039;&#039;&#039;&lt;br /&gt;
| [[Black Omega]]: Protect both GTT &#039;&#039;Omega&#039;&#039; transports on Medium difficulty or higher&lt;br /&gt;
|Act 3 Mission 6&lt;br /&gt;
| [[image:MedalOfHonor.png|75px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[image:Fs1 meritoriousunit.gif]]&lt;br /&gt;
| &#039;&#039;&#039;Meritorious Unit&#039;&#039;&#039;&lt;br /&gt;
| [[Playing Judas]]&amp;lt;br /&amp;gt;[[Exodus (FS1)|Exodus]]&lt;br /&gt;
| Act 2 Mission 8&amp;lt;br /&amp;gt;Act 3 Mission 1&lt;br /&gt;
| [[image:MeritoriousUnit.png|75px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[image:Fs1 militarydefense.gif]]&lt;br /&gt;
| &#039;&#039;&#039;Military Defense&#039;&#039;&#039;&lt;br /&gt;
| [[Clash of the Titans]] (difficulty must be medium or above)&lt;br /&gt;
| Act 3 Mission 7&lt;br /&gt;
| [[image:MilitaryDefense.png|75px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[image:Fs1 vasudanalliance.gif]]&lt;br /&gt;
| &#039;&#039;&#039;Vasudan Alliance&#039;&#039;&#039;&lt;br /&gt;
| [[The Hammer and the Anvil]]&lt;br /&gt;
| Act 1 Mission 8&lt;br /&gt;
| [[image:VasudanAlliance.png|75px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==FreeSpace 2 Medals==&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;25&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;background:black; color:white; text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture&lt;br /&gt;
! Name&lt;br /&gt;
! Requirement&lt;br /&gt;
! Mission&lt;br /&gt;
! Mjn&#039;s Remake&lt;br /&gt;
|-&lt;br /&gt;
| [[image:Fs2 ace.gif]]&lt;br /&gt;
| &#039;&#039;&#039;Ace&#039;&#039;&#039;&lt;br /&gt;
| 60 kills&lt;br /&gt;
| Any&lt;br /&gt;
| [[image:Ace.png|50px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[image:Fs2 doubleace.gif]]&lt;br /&gt;
| &#039;&#039;&#039;Double Ace&#039;&#039;&#039;&lt;br /&gt;
| 150 kills&lt;br /&gt;
| Any&lt;br /&gt;
| [[image:DoubleAce.png|50px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[image:Fs2 tripleace.gif]]&lt;br /&gt;
| &#039;&#039;&#039;Triple Ace&#039;&#039;&#039;&lt;br /&gt;
| 350 kills&lt;br /&gt;
| Any&lt;br /&gt;
| [[image:TripleAce.png|50px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[image:Fs2 wings.gif]]&lt;br /&gt;
| &#039;&#039;&#039;Wings&#039;&#039;&#039;&lt;br /&gt;
| Complete all Training Missions&lt;br /&gt;
| Training 6&lt;br /&gt;
| [[image:Wings.png|125px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[image:Fs2 allieddefensecitation.gif]]&lt;br /&gt;
| &#039;&#039;&#039;Allied Defense Citation&#039;&#039;&#039;&lt;br /&gt;
| [[A Lion at the Door]]: Protect the GTD &#039;&#039;Carthage&#039;&#039; and GVCv &#039;&#039;Dahshor&#039;&#039;.&lt;br /&gt;
| Act 1 Mission 4&lt;br /&gt;
| [[image:AlliedDefenseCitation.png|75px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[image:Fs2 epsilonpegasiliberation.gif]]&lt;br /&gt;
| &#039;&#039;&#039;Epsilon Pegasi Liberation&#039;&#039;&#039;&lt;br /&gt;
| [[Feint! Parry! Riposte!]]: Protect the GTC &#039;&#039;Rampart&#039;&#039;.&lt;br /&gt;
| Act 1 Mission 10&lt;br /&gt;
| [[image:EpsilonPegasiLiberation.png|75px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[image:Fs2 distinguishedflyingcross.gif]]&lt;br /&gt;
| &#039;&#039;&#039;Distinguished Flying Cross&#039;&#039;&#039;&lt;br /&gt;
| [[The Sixth Wonder]]: Protect the GTI &#039;&#039;Enif Station&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
[[The King&#039;s Gambit]]: Destroy all NTF warships.&lt;br /&gt;
| Act 1 Mission 8&amp;lt;br&amp;gt;Act 2 Mission 4&lt;br /&gt;
| [[image:DistinguishedFlyingCross.png|75px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[image:Fs2 gtvalegionofhonor.gif]]&lt;br /&gt;
| &#039;&#039;&#039;GTVA Legion of Honor&#039;&#039;&#039;&lt;br /&gt;
| [[Dunkerque]]: Protect both &#039;&#039;Lambda&#039;&#039; transports and the GTD &#039;&#039;Messana&#039;&#039;.&lt;br /&gt;
| Act 3 Mission 7&lt;br /&gt;
| [[image:GTVALegionOfHonor.png|75px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[image:Fs2 imperialorderofvasuda.gif]]&lt;br /&gt;
| &#039;&#039;&#039;Imperial Order of Vasuda&#039;&#039;&#039;&lt;br /&gt;
| [[Argonautica]]: Protect the GTD &#039;&#039;Aquitaine&#039;&#039;.&lt;br /&gt;
| Act 3 Mission 5&lt;br /&gt;
| [[image:VasudanAlliance.png|75px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[image:Fs2 intelligencecross.gif]]&lt;br /&gt;
| &#039;&#039;&#039;Intelligence Cross&#039;&#039;&#039;&lt;br /&gt;
| [[...But Hate the Traitor]]: Do not destroy the GTT &#039;&#039;Omega&#039;&#039;.&lt;br /&gt;
| SOC Loop 1 Mission 3&lt;br /&gt;
| [[image:IntelligenceCross.png|75px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[image:Fs2 meritoriousunitcommendation.gif]]&lt;br /&gt;
| &#039;&#039;&#039;Meritorious Unit Commendation&#039;&#039;&#039;&lt;br /&gt;
| [[Exodus (FS2)|Exodus]]: Protect the entire civilian convoy.&lt;br /&gt;
| Act 3 Mission 6&lt;br /&gt;
| [[image:MeritoriousUnitComendation.png|75px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[image:Fs2 medalofvalor.gif]]&lt;br /&gt;
| &#039;&#039;&#039;Medal of Valor&#039;&#039;&#039;&lt;br /&gt;
| [[A Monster in the Mist]]: Scan the 4 subsystems of the SJ &#039;&#039;Sathanas&#039;&#039; and protect the GVCv &#039;&#039;Maahes&#039;&#039;.&lt;br /&gt;
| Act 2 Mission 8&lt;br /&gt;
| [[image:MedalOfHonor.png|75px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[image:Fs2 nebulacampaignvictorystar.gif]]&lt;br /&gt;
| &#039;&#039;&#039;Nebula Campaign Victory Star&#039;&#039;&#039;&lt;br /&gt;
| [[High Noon]]: Destroy all 4 forward beam cannons of the SJ &#039;&#039;Sathanas&#039;&#039; during [[Bearbaiting]].&lt;br /&gt;
| Act 3 Mission 2&lt;br /&gt;
| [[image:NebulaCampaignVictoryStar.png|75px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[image:Fs2 ntfcampaignvictorystar.gif]]&lt;br /&gt;
| &#039;&#039;&#039;NTF Campaign Victory Star&#039;&#039;&#039;&lt;br /&gt;
| [[Endgame]]: Protect the GTC &#039;&#039;Fortune&#039;&#039; and GTCv &#039;&#039;Monitor&#039;&#039;.&lt;br /&gt;
| Act 2 Mission 6&lt;br /&gt;
| [[image:NTFCampaignVictoryStar.png|75px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[image:Fs2 orderofgalatea.gif]]&lt;br /&gt;
| &#039;&#039;&#039;Order of Galatea&#039;&#039;&#039;&lt;br /&gt;
| [[Proving Grounds]]: Keep the hull integrity of the GTD &#039;&#039;Aquitaine&#039;&#039; above 50 percent. &lt;br /&gt;
| Act 2 Mission 3&lt;br /&gt;
| [[image:OrderOfGalatea.png|75px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[image:Fs2 socservicemedallion.gif]]&lt;br /&gt;
| &#039;&#039;&#039;SOC Service Medallion&#039;&#039;&#039;&lt;br /&gt;
| [[Into the Lion&#039;s Den]]: Destroy at least one [[Shivan Comm Node]].&lt;br /&gt;
| SOC Loop 2 Mission 2&lt;br /&gt;
| [[image:SOCServiceMedallion.png|75px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[image:Fs2 socunitcrest.gif]]&lt;br /&gt;
| &#039;&#039;&#039;SOC Unit Crest&#039;&#039;&#039;&lt;br /&gt;
| [[Rebels &amp;amp; Renegades]]: Protect the NTF &#039;&#039;Iceni&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;[[As Lightning Fall]]: Protect the GTT &#039;&#039;Lambda 1&#039;&#039;.&lt;br /&gt;
| SOC Loop 1 Mission 1&amp;lt;br&amp;gt;SOC Loop 2 Mission 1&lt;br /&gt;
| [[image:SOCUnitCrest.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:FreeSpace Universe]]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FreeSpace_Wiki:Privacy_policy&amp;diff=62997</id>
		<title>FreeSpace Wiki:Privacy policy</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FreeSpace_Wiki:Privacy_policy&amp;diff=62997"/>
		<updated>2021-01-27T10:25:39Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: article -&amp;gt; page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page documents the FreeSpace Wiki&#039;s &#039;&#039;&#039;privacy policy&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There are two versions of the privacy policy: a human-readable version, as well as the policy in its full text.&lt;br /&gt;
&lt;br /&gt;
== Human-Readable Version ==&lt;br /&gt;
Hard Light Productions is the current owner of the FreeSpace Wiki, and whatever happens on the FreeSpace Wiki stays on the FreeSpace Wiki.&lt;br /&gt;
   &lt;br /&gt;
Any information you provide to us is used only for the purposes of:&lt;br /&gt;
# Providing enhanced functionality of the site.&lt;br /&gt;
# Verifying the authenticity of any contributions you make to the FreeSpace Wiki.&lt;br /&gt;
# Ensuring that you are a non-malicious human/robot who is contributing to the FreeSpace Wiki.&lt;br /&gt;
   &lt;br /&gt;
Unless legally obligated to by a court of law, Hard Light Productions will not divulge or process any personal information you provide on the FreeSpace Wiki for any reasons other than the purposes mentioned above.&lt;br /&gt;
&lt;br /&gt;
This policy is updated whenever the timestamp at the bottom of this page changes, but if we think the update is major enough, we will create a thread on the Hard Light Productions Forums about it.&lt;br /&gt;
&lt;br /&gt;
== Full Text ==&lt;br /&gt;
   Last updated: 05:30, 6 September 2020 (CDT)&lt;br /&gt;
&lt;br /&gt;
Hard Light Productions (&amp;quot;HLP&amp;quot;) owns and operates the FreeSpace Wiki, located at https://wiki.hard-light.net (the &amp;quot;Site&amp;quot;). This page informs you of our policies regarding the collection, use, and disclosure of personally identifiable information on the Site that can be used to contact or identify you (&amp;quot;Personal Information&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
By using the Site, you agree to our collection and use of your information in accordance with this policy.&lt;br /&gt;
&lt;br /&gt;
=== Information We Collect ===&lt;br /&gt;
While using the Site, we may ask you to provide us with certain Personal Information which includes, but may not be limited to, your e-mail address.&lt;br /&gt;
&lt;br /&gt;
==== Cookies ====&lt;br /&gt;
Cookies are files with small amount of data, which may include an anonymous unique identifier. Cookies are sent to your browser from a web site and stored on your computer.&lt;br /&gt;
   &lt;br /&gt;
We use cookies to collect information and provide enhanced functionality of the Site to you. You can instruct your browser to refuse all cookies or to indicate when a cookie is being sent. However, if you do not consent to the use of cookies, you may not be able to use some portions of the Site.&lt;br /&gt;
&lt;br /&gt;
==== IP Address ====&lt;br /&gt;
Whenever you access the Site, we automatically receive the IP address of the device (or your proxy server) you are using to access the Internet, which could be used to infer your geographical location.&lt;br /&gt;
&lt;br /&gt;
==== Metadata ====&lt;br /&gt;
Depending on your device settings, we may sometimes automatically receive location data from your device. For instance, if you upload an image, we may receive metadata, such as the software you used to create or modify the image, or the time you last modified the image, automatically from your device. If you do not want metadata sent to us and made public at the time of your upload, please change the settings on your device.&lt;br /&gt;
&lt;br /&gt;
=== How We Use Your Information ===&lt;br /&gt;
==== Basic Site Access ====&lt;br /&gt;
Your Personal Information is used for us to provide fundamental access to the Site, and to enable you to view and peruse the contents of the Site.&lt;br /&gt;
&lt;br /&gt;
==== Enhanced Site Functionality ====&lt;br /&gt;
In some instances, such as a change in your Site Preferences, we use your Personal Information to provide enhanced features of the Site.&lt;br /&gt;
&lt;br /&gt;
==== Authentication ====&lt;br /&gt;
We use your Personal Information to verify any modifications you make to the site, and ensure that said modifications are not malicious towards the goal of the Site.&lt;br /&gt;
&lt;br /&gt;
=== When Do We Share Your Information? ===&lt;br /&gt;
==== For Legal Reasons ====&lt;br /&gt;
We will access, use, preserve, and/or disclose your Personal Information if we reasonably believe it necessary to satisfy a valid and legally enforceable warrant, subpoena, court order, law or regulation, or other judicial or administrative order. However, if we believe that a particular request for disclosure of a user&#039;s information is legally invalid, or an abuse of the legal system, and the affected user does not intend to oppose the disclosure themselves, we will ignore it.&lt;br /&gt;
&lt;br /&gt;
==== If You Make It Public ====&lt;br /&gt;
Any information you post publicly on the Site is just that – public. For example, if you put your mailing address on your user or talk page, that is public, and not protected by this Policy. Please think carefully about your desired level of anonymity before you disclose Personal Information on your user page or elsewhere.&lt;br /&gt;
&lt;br /&gt;
=== Security of Your Information ===&lt;br /&gt;
The security of your Personal Information is important to us, but remember that no method of transmission over the internet, or method of electronic storage, is absolutely secure. While we strive to use commercially accepted means to protect your Personal Information, we cannot guarantee its absolute security.&lt;br /&gt;
&lt;br /&gt;
=== Changes to This Policy ===&lt;br /&gt;
This privacy policy is effective as of ​Friday, 12 October, 2007,​ and will remain in effect except with respect to any changes in its provisions in the future, which will be in effect immediately after being posted on this page. We reserve the right to update or change our Privacy Policy at any time and you should check this Privacy Policy periodically.&lt;br /&gt;
   &lt;br /&gt;
Your continued use of the Site after we post any modifications to the Privacy Policy on this page will constitute your acknowledgment of the modifications and your consent to abide and be bound by the modified Privacy Policy.&lt;br /&gt;
   &lt;br /&gt;
If we make any material changes to this privacy policy, we will notify you by placing a prominent notice on the relevant forum board on HLP, located at https://www.hard-light.net/forums/index.php?board=122.0.&lt;br /&gt;
&lt;br /&gt;
[[Category:Main]]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FreeSpace_Wiki:General_disclaimer&amp;diff=62996</id>
		<title>FreeSpace Wiki:General disclaimer</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FreeSpace_Wiki:General_disclaimer&amp;diff=62996"/>
		<updated>2021-01-27T10:25:25Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: Added a sentence to the top.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page documents the FreeSpace Wiki&#039;s &#039;&#039;&#039;general disclaimer&#039;&#039;&#039; which, in a nutshell, is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1px 2px 1px 2px; background-color: #351515; border: solid 1px #995050; padding: 0px 4px; font-size: -1; color: #FFCCCC&amp;quot;&amp;gt;&amp;lt;font color=#FFFFFF&amp;gt;&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;The FreeSpace Wiki makes no guarantee of validity.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FreeSpace Wiki is a joint effort by members of the Hard Light Productions community to collate and make available as much information as possible about Volition, Inc.&#039;s &#039;&#039;FreeSpace&#039;&#039; series. Please be advised that nothing found here has necessarily been reviewed by people with the expertise required to provide you with complete, accurate, or reliable information.&lt;br /&gt;
&lt;br /&gt;
This does not mean that you will not find valuable and accurate information on the FreeSpace Wiki; much of the time, you will.  However, &#039;&#039;&#039;the FreeSpace Wiki cannot guarantee the validity of the information found here.&#039;&#039;&#039;  The content of any given article may occasionally be altered by someone whose opinion does not necessarily correspond with the state of knowledge in the relevant fields.  Note that most other reference works also have disclaimers.&lt;br /&gt;
&lt;br /&gt;
== No Peer Review ==&lt;br /&gt;
Our active community of editors uses tools such as [[Special:RecentChanges]] to monitor new and changing content.  However, the FreeSpace Wiki is not uniformly peer reviewed, and none of our editors are legally bound to do so. Thus, all information read here is without any implied warranty of fitness for any purpose or use whatsoever. Even articles that have been vetted by informal peer review processes may be edited inappropriately, just before you view them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;None of the contributors, administrators or anyone else connected with the FreeSpace Wiki in any way whatsoever can be responsible for the appearance of any inaccurate information or your use of the information contained in or linked from these web pages.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== No Contract ==&lt;br /&gt;
Please make sure that you understand that the information provided here is being provided freely, and that no kind of agreement or contract is created between you and the owners or users of this site, the owners of the servers upon which it is housed, the individual FreeSpace Wiki contributors, any project administrators, sysops or anyone else who is in &#039;&#039;any way connected&#039;&#039; with this project, subject to your claims against them directly. Your use of any content found on the FreeSpace Wiki does not create or imply any contractual or extracontractual liability on the part of Hard Light Productions or the FreeSpace Wiki.&lt;br /&gt;
&lt;br /&gt;
There is &#039;&#039;&#039;no agreement or understanding between you and the FreeSpace Wiki&#039;&#039;&#039; regarding your use or modification of the information on the FreeSpace Wiki; likewise, no one is responsible should someone change, edit, modify, or remove any information that you post on the FreeSpace Wiki.&lt;br /&gt;
&lt;br /&gt;
== Trademarks ==&lt;br /&gt;
Any of the trademarks, service marks, collective marks, design rights, or similar rights that are mentioned, used, or cited in the articles of the FreeSpace Wiki are the property of their respective owners. Their use on any article in the FreeSpace Wiki does not imply that you may use them for any purpose other than for the same or a similar informational use as contemplated by the original authors of these articles. Unless otherwise stated, the FreeSpace Wiki and, by extension, Hard Light Productions, are neither endorsed by nor affiliated with any of the holders of any such rights, and as such, we cannot grant any rights to use any otherwise protected materials. Your use of any such or similar incorporeal property is at your own risk.&lt;br /&gt;
&lt;br /&gt;
== Jurisdiction and Legality of Content ==&lt;br /&gt;
The publication of information found on the FreeSpace Wiki may be in violation of the laws of the country or jurisdiction from where you are viewing this information. The laws in your country or jurisdiction may not protect or allow the same kinds of speech or distribution. The FreeSpace Wiki does not encourage the violation of any laws, and cannot be responsible for any violations of such laws, should you link to this domain or use, reproduce, or republish the information contained herein.&lt;br /&gt;
&lt;br /&gt;
[[Category:Main]]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Menu.tbl&amp;diff=62982</id>
		<title>Menu.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Menu.tbl&amp;diff=62982"/>
		<updated>2021-01-19T03:34:58Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: Moved it down...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{UnusedTable}}&lt;br /&gt;
{{TableVersion|4500}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;menu.tbl&#039;&#039;&#039; contains shortcut keys that were never implemented.&lt;br /&gt;
&lt;br /&gt;
==General Info==&lt;br /&gt;
*Apart from the &#039;&#039;&#039;mainhall&#039;&#039;&#039; related settings the &#039;&#039;&#039;menu.tbl&#039;&#039;&#039; doesn&#039;t seen to have any functionality.&lt;br /&gt;
*Some of options defined for other than mainhall do actually work, but only because they are hardcoded and not because of this table.&lt;br /&gt;
*Some of the options function only in debug mode.&lt;br /&gt;
&lt;br /&gt;
==Working Hardcoded Keys==&lt;br /&gt;
*B for Barracks&lt;br /&gt;
*R for Ready Room&lt;br /&gt;
*T for Tech Room&lt;br /&gt;
*C for Campaign Room&lt;br /&gt;
*G for Quick Start&lt;br /&gt;
&lt;br /&gt;
===Obsolete===&lt;br /&gt;
*This table is obsolete.&lt;br /&gt;
*The &#039;&#039;&#039;mainhall&#039;&#039;&#039; related settings are set in the [[mainhall.tbl]]&lt;br /&gt;
&lt;br /&gt;
===Syntax===&lt;br /&gt;
*The syntax is completely different from other retail tables&lt;br /&gt;
*Might have been an early [[mainhall.tbl]]&lt;br /&gt;
&lt;br /&gt;
==Retail Table==&lt;br /&gt;
&amp;lt;pre&amp;gt;[MAIN HALL]&lt;br /&gt;
mainhall1 mainhall1-m&lt;br /&gt;
;i:\projects\freespace\music\waves\main.wav&lt;br /&gt;
&lt;br /&gt;
; exit region&lt;br /&gt;
&amp;quot;&amp;quot; 0  NULL NULL NULL NULL&lt;br /&gt;
&lt;br /&gt;
; barracks&lt;br /&gt;
&amp;quot;&amp;quot; 1 B NULL NULL NULL NULL&lt;br /&gt;
&lt;br /&gt;
; ready room&lt;br /&gt;
&amp;quot;&amp;quot; 2 R NULL NULL NULL NULL&lt;br /&gt;
&lt;br /&gt;
; tech room&lt;br /&gt;
&amp;quot;&amp;quot; 3 T NULL NULL NULL NULL&lt;br /&gt;
&lt;br /&gt;
; options&lt;br /&gt;
&amp;quot;&amp;quot; 4 NULL NULL NULL NULL&lt;br /&gt;
&lt;br /&gt;
; campaign room&lt;br /&gt;
&amp;quot;&amp;quot; 5 C NULL NULL NULL NULL&lt;br /&gt;
&lt;br /&gt;
; multiplayer&lt;br /&gt;
&amp;quot;&amp;quot; 10 NULL NULL NULL NULL NULL&lt;br /&gt;
&lt;br /&gt;
; load mission&lt;br /&gt;
&amp;quot;&amp;quot; 11 L NULL NULL NULL NULL NULL&lt;br /&gt;
&lt;br /&gt;
; quick start&lt;br /&gt;
&amp;quot;&amp;quot; 12 G NULL NULL NULL NULL NULL&lt;br /&gt;
&lt;br /&gt;
; skill level&lt;br /&gt;
&amp;quot;&amp;quot; 13 NULL NULL NULL NULL NULL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[BARRACKS MENU]&lt;br /&gt;
barracks barracks-m&lt;br /&gt;
;none.wav&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Change Pilot&amp;quot; 1 P NULL NULL NULL NULL &lt;br /&gt;
&amp;quot;View Combat Statistics&amp;quot; 2 C NULL NULL NULL NULL&lt;br /&gt;
&amp;quot;View Medals&amp;quot; 3 M NULL NULL NULL NULL&lt;br /&gt;
&amp;quot;Return&amp;quot; 4 Q NULL NULL NULL NULL&lt;br /&gt;
&lt;br /&gt;
[TRAINING MENU]&lt;br /&gt;
training training-m&lt;br /&gt;
;none.wav&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Training Missions&amp;quot; 1 T NULL NULL NULL NULL&lt;br /&gt;
&amp;quot;Replay Missions&amp;quot; 2 R NULL NULL NULL NULL&lt;br /&gt;
&amp;quot;Return&amp;quot; 3 Q NULL NULL NULL NULL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[TECH MENU]&lt;br /&gt;
tech tech-m&lt;br /&gt;
;none.wav&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ship Specs&amp;quot; 1 S NULL NULL NULL NULL &lt;br /&gt;
&amp;quot;View Cut Scenes&amp;quot; 2 V NULL NULL NULL NULL &lt;br /&gt;
&amp;quot;View Recorded Demo&amp;quot; 3 D NULL NULL NULL NULL&lt;br /&gt;
&amp;quot;Credits&amp;quot; 4 C NULL NULL NULL NULL &lt;br /&gt;
&amp;quot;Return&amp;quot; 5 Q NULL NULL NULL NULL &lt;br /&gt;
&amp;quot;Simulator Room&amp;quot; 7 M NULL NULL NULL NULL &lt;br /&gt;
&lt;br /&gt;
[OPTIONS MENU]&lt;br /&gt;
options options-m&lt;br /&gt;
;none.wav&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sound/Music&amp;quot; 1 S NULL NULL NULL NULL&lt;br /&gt;
&amp;quot;Controls Configuration&amp;quot; 2 C NULL NULL NULL NULL&lt;br /&gt;
&amp;quot;HUD Configuration&amp;quot; 3 H NULL NULL NULL NULL&lt;br /&gt;
&amp;quot;Save/Restore&amp;quot; 4 F NULL NULL NULL NULL&lt;br /&gt;
&amp;quot;Return&amp;quot; 5 Q NULL NULL NULL NULL&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Menu.tbl&amp;diff=62981</id>
		<title>Menu.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Menu.tbl&amp;diff=62981"/>
		<updated>2021-01-19T03:34:15Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: Replaced link to list of tables with actual list on the right.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{UnusedTable}}&lt;br /&gt;
&lt;br /&gt;
{{Tables}}&lt;br /&gt;
{{TableVersion|4500}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;menu.tbl&#039;&#039;&#039; contains shortcut keys that were never implemented.&lt;br /&gt;
&lt;br /&gt;
==General Info==&lt;br /&gt;
*Apart from the &#039;&#039;&#039;mainhall&#039;&#039;&#039; related settings the &#039;&#039;&#039;menu.tbl&#039;&#039;&#039; doesn&#039;t seen to have any functionality.&lt;br /&gt;
*Some of options defined for other than mainhall do actually work, but only because they are hardcoded and not because of this table.&lt;br /&gt;
*Some of the options function only in debug mode.&lt;br /&gt;
&lt;br /&gt;
==Working Hardcoded Keys==&lt;br /&gt;
*B for Barracks&lt;br /&gt;
*R for Ready Room&lt;br /&gt;
*T for Tech Room&lt;br /&gt;
*C for Campaign Room&lt;br /&gt;
*G for Quick Start&lt;br /&gt;
&lt;br /&gt;
===Obsolete===&lt;br /&gt;
*This table is obsolete.&lt;br /&gt;
*The &#039;&#039;&#039;mainhall&#039;&#039;&#039; related settings are set in the [[mainhall.tbl]]&lt;br /&gt;
&lt;br /&gt;
===Syntax===&lt;br /&gt;
*The syntax is completely different from other retail tables&lt;br /&gt;
*Might have been an early [[mainhall.tbl]]&lt;br /&gt;
&lt;br /&gt;
==Retail Table==&lt;br /&gt;
&amp;lt;pre&amp;gt;[MAIN HALL]&lt;br /&gt;
mainhall1 mainhall1-m&lt;br /&gt;
;i:\projects\freespace\music\waves\main.wav&lt;br /&gt;
&lt;br /&gt;
; exit region&lt;br /&gt;
&amp;quot;&amp;quot; 0  NULL NULL NULL NULL&lt;br /&gt;
&lt;br /&gt;
; barracks&lt;br /&gt;
&amp;quot;&amp;quot; 1 B NULL NULL NULL NULL&lt;br /&gt;
&lt;br /&gt;
; ready room&lt;br /&gt;
&amp;quot;&amp;quot; 2 R NULL NULL NULL NULL&lt;br /&gt;
&lt;br /&gt;
; tech room&lt;br /&gt;
&amp;quot;&amp;quot; 3 T NULL NULL NULL NULL&lt;br /&gt;
&lt;br /&gt;
; options&lt;br /&gt;
&amp;quot;&amp;quot; 4 NULL NULL NULL NULL&lt;br /&gt;
&lt;br /&gt;
; campaign room&lt;br /&gt;
&amp;quot;&amp;quot; 5 C NULL NULL NULL NULL&lt;br /&gt;
&lt;br /&gt;
; multiplayer&lt;br /&gt;
&amp;quot;&amp;quot; 10 NULL NULL NULL NULL NULL&lt;br /&gt;
&lt;br /&gt;
; load mission&lt;br /&gt;
&amp;quot;&amp;quot; 11 L NULL NULL NULL NULL NULL&lt;br /&gt;
&lt;br /&gt;
; quick start&lt;br /&gt;
&amp;quot;&amp;quot; 12 G NULL NULL NULL NULL NULL&lt;br /&gt;
&lt;br /&gt;
; skill level&lt;br /&gt;
&amp;quot;&amp;quot; 13 NULL NULL NULL NULL NULL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[BARRACKS MENU]&lt;br /&gt;
barracks barracks-m&lt;br /&gt;
;none.wav&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Change Pilot&amp;quot; 1 P NULL NULL NULL NULL &lt;br /&gt;
&amp;quot;View Combat Statistics&amp;quot; 2 C NULL NULL NULL NULL&lt;br /&gt;
&amp;quot;View Medals&amp;quot; 3 M NULL NULL NULL NULL&lt;br /&gt;
&amp;quot;Return&amp;quot; 4 Q NULL NULL NULL NULL&lt;br /&gt;
&lt;br /&gt;
[TRAINING MENU]&lt;br /&gt;
training training-m&lt;br /&gt;
;none.wav&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Training Missions&amp;quot; 1 T NULL NULL NULL NULL&lt;br /&gt;
&amp;quot;Replay Missions&amp;quot; 2 R NULL NULL NULL NULL&lt;br /&gt;
&amp;quot;Return&amp;quot; 3 Q NULL NULL NULL NULL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[TECH MENU]&lt;br /&gt;
tech tech-m&lt;br /&gt;
;none.wav&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ship Specs&amp;quot; 1 S NULL NULL NULL NULL &lt;br /&gt;
&amp;quot;View Cut Scenes&amp;quot; 2 V NULL NULL NULL NULL &lt;br /&gt;
&amp;quot;View Recorded Demo&amp;quot; 3 D NULL NULL NULL NULL&lt;br /&gt;
&amp;quot;Credits&amp;quot; 4 C NULL NULL NULL NULL &lt;br /&gt;
&amp;quot;Return&amp;quot; 5 Q NULL NULL NULL NULL &lt;br /&gt;
&amp;quot;Simulator Room&amp;quot; 7 M NULL NULL NULL NULL &lt;br /&gt;
&lt;br /&gt;
[OPTIONS MENU]&lt;br /&gt;
options options-m&lt;br /&gt;
;none.wav&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sound/Music&amp;quot; 1 S NULL NULL NULL NULL&lt;br /&gt;
&amp;quot;Controls Configuration&amp;quot; 2 C NULL NULL NULL NULL&lt;br /&gt;
&amp;quot;HUD Configuration&amp;quot; 3 H NULL NULL NULL NULL&lt;br /&gt;
&amp;quot;Save/Restore&amp;quot; 4 F NULL NULL NULL NULL&lt;br /&gt;
&amp;quot;Return&amp;quot; 5 Q NULL NULL NULL NULL&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=User:TopAce&amp;diff=62785</id>
		<title>User:TopAce</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=User:TopAce&amp;diff=62785"/>
		<updated>2020-11-26T01:43:31Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: /* My community activities */ Itchy hands&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My user name is likewise &#039;&#039;&#039;TopAce&#039;&#039;&#039; on the Hard Light Productions forums. I contributed in great part in converting the contents of the old FS Wikipedia into this new, enhanced one. My biggest project in expanding the Wiki is probably the [[:Category:FRED|FRED category]].&lt;br /&gt;
&lt;br /&gt;
I&#039;ve been an HLPer since February, 2003. I was a high school student aged 17 back then. Nowadays, I just work on my [[Fate of the Galaxy]] missions. Fate of the Galaxy is the biggest and most ambitious &#039;&#039;Star Wars&#039;&#039; [[total conversion]] for the FreeSpace Open engine. I joined its spiritual predecessor, simply called the Star Wars Conversion, some time around I joined the forums, but that iteration fell apart and a new team (with only [[User:Black Wolf|Black Wolf]] and myself remaining from the old SWC staff) was recruited. As of June, 2020, it is finally very close to an actual release.&lt;br /&gt;
&lt;br /&gt;
Apart from working on anything FRED-related content here, I often spellcheck other articles.&lt;br /&gt;
&lt;br /&gt;
==Articles written==&lt;br /&gt;
*[[Aesdherians]] (&#039;&#039;messed up spelling the first time around&#039;&#039;)&lt;br /&gt;
*[[Alexander McCarthy]]&lt;br /&gt;
*[[Alpha 1]] (&#039;&#039;complete rewrite&#039;&#039;)&lt;br /&gt;
*[[Ancient artifacts]]&lt;br /&gt;
*[[Ancient-Shivan War (campaign)]] (&#039;&#039;significant expansion&#039;&#039;)&lt;br /&gt;
*[[AWOL debriefing stage]]&lt;br /&gt;
*[[Battle of Deneb (2367)]]&lt;br /&gt;
*[[Briefing]]&lt;br /&gt;
*[[Counting with variables]]&lt;br /&gt;
*[[Custom HUD elements (basics)]]&lt;br /&gt;
*[[Destruction of Capella]]&lt;br /&gt;
*[[Destruction of Vasuda Prime]]&lt;br /&gt;
*[[Destruction of the SD Lucifer]]&lt;br /&gt;
*[[Editing a mission in a text editor]]&lt;br /&gt;
*[[Escort list]]&lt;br /&gt;
*[[Fiction Viewer]]&lt;br /&gt;
*[[First engagements against the Shivans]]&lt;br /&gt;
*[[GIMP]]&lt;br /&gt;
*[[GTVA Colossus ship type debate]]&lt;br /&gt;
*[[Hard Light Productions]]&lt;br /&gt;
*[[Heist of the Avenger Prototype]]&lt;br /&gt;
*[[Herra Tohtori&#039;s texturing tutorial]] (copy/pasted from forum; images uploaded)&lt;br /&gt;
*[[Hunt for the SJ Sathanas]]&lt;br /&gt;
*[[if-then-else]]&lt;br /&gt;
*[[Liberation of Epsilon Pegasi]]&lt;br /&gt;
*[[List of FRED-related topics]]&lt;br /&gt;
*[[List of modding-related articles]]&lt;br /&gt;
*[[Maja Express]]&lt;br /&gt;
*[[Making cutscenes (basic)]]&lt;br /&gt;
*[[Making resilient missions]]&lt;br /&gt;
*[[Mission balance]]&lt;br /&gt;
*[[Mission pre-release checklist]]&lt;br /&gt;
*[[Music]] (&#039;&#039;significant expansion&#039;&#039;)&lt;br /&gt;
*[[Non-native speakers of English and campaign making]]&lt;br /&gt;
*[[Operations inside the Shivan Nebula]]&lt;br /&gt;
*[[Return to base directive]]&lt;br /&gt;
*[[Spellchecking a mission]]&lt;br /&gt;
*[[Setting up a campaign file]]&lt;br /&gt;
*[[Testing]]&lt;br /&gt;
*[[Vasudan Ace]]&lt;br /&gt;
*[[Variables example mission]]&lt;br /&gt;
*[[Very simple missions]]&lt;br /&gt;
&lt;br /&gt;
==My community activities==&lt;br /&gt;
*&#039;&#039;&#039;Current project:&#039;&#039;&#039; &#039;&#039;[[Fate of the Galaxy]]&#039;&#039;  &amp;amp;mdash; very possibly the last project for FreeSpace I&#039;ll participate in, so I&#039;m doing my very best here.&lt;br /&gt;
*Creator of the campaigns [[Renegade Resurgence]] ([http://www.moddb.com/mods/renegade-ressurgence Mod DB entry]), [[The Journey to Epsilon Pegasi]] ([http://www.moddb.com/mods/the-journey-to-epsilon-pegasi Mod DB entry]), [[Rogues!]] ([https://www.mediafire.com/file/38j9rkx1s1ae6on/Rogues_v10.7z/file Direct download]), [[Luyten Civil War]]. ([http://www.moddb.com/mods/luyten-civil-war Mod DB entry])&lt;br /&gt;
*Caretaker of [[Into the Halls of Valhalla]] ([http://www.moddb.com/mods/into-the-halls-of-valhalla Mod DB entry])&lt;br /&gt;
*FREDder for [[Fate of the Galaxy]] (the Star Wars Conversion) ([http://www.moddb.com/games/fate-of-the-galaxy Mod DB entry])&lt;br /&gt;
*General contributor for [[Syrk]] (FRED, tables, ideas)&lt;br /&gt;
*FREDding for [[Scroll of Atankharzim]]&lt;br /&gt;
*Tester for the [[FRED Academy]], and [[Casualties of War]] remake.&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTM_Synaptic&amp;diff=62770</id>
		<title>GTM Synaptic</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTM_Synaptic&amp;diff=62770"/>
		<updated>2020-11-18T13:13:05Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: /* Tech Room Data */ Source double quotes are falsely read as italic markup; working around this by replacing with quotation marks.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Weapons}}&lt;br /&gt;
The &#039;&#039;&#039;GTM-1 Synaptic Bomb&#039;&#039;&#039; is an area suppression missile developed by the [[GTA]] and used during the [[Great War]]. The Synaptic carries a cluster of small &amp;quot;bomblets&amp;quot; that separate from the missile when it is near the target and explode violently after a short period of time, producing a saturation effect over a large area. In a pinch, the Synaptic can also be used as a conventional (but relatively weak, given its large size) dumbfire missile.&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
{{shipimage|image=[[Image:Synaptic.gif]]|caption=The GTM-1 Synaptic Bomb}}&lt;br /&gt;
Missile propulsion unit carrying several small intelligent &amp;quot;bomblets&amp;quot; - when distance to target is less than 100 m or when time to impact is less than 2 sec., bomblets direct missile to the most vulnerable part of the ship of those parts of the ship facing the missile - bomblets then separate from missile propulsion unit and form a sphere - inertia continues to carry bomblets in the direction of the target - the missile propulsion unit continues to advance toward the target - when the missile hits the target or 1.5 sec. after the missile should have hit the target, the bomblets explode - the spherical shape of the formation of the bomblets helps to ensure a fairly even level of damage across a sensitive area on the target - the spherical shape also ensures that the target will not be able to effectively maneuver away from the blast, thus &amp;quot;pinning&amp;quot; the target to a specific area in space - can also act as dumbfire - medium payload per bomblet (15 Kt) - very small payload for missile (2 Kt).&lt;br /&gt;
&lt;br /&gt;
Nicknamed the &amp;quot;Earthshaker&amp;quot; by the bomber pilots who tested this, it is a bomber&#039;s best defense against fighters. The Synaptic Bomb can do a lot of damage to a lot of ships at one time.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Synaptic===&lt;br /&gt;
{{Secondary_weapon&lt;br /&gt;
|name = Synaptic&lt;br /&gt;
|range = 225&lt;br /&gt;
|reload = 5.0&lt;br /&gt;
|velocity = 90&lt;br /&gt;
|damage = 60&lt;br /&gt;
|armor_damage = 60&lt;br /&gt;
|shield_damage = 45&lt;br /&gt;
|subsystem_damage = 60&lt;br /&gt;
|shockwave = 50 / 100&lt;br /&gt;
|bomb = 1&lt;br /&gt;
|spawn = 15&lt;br /&gt;
|children = Cluster Baby&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Cluster Baby===&lt;br /&gt;
{{Secondary_weapon&lt;br /&gt;
|name = Cluster Baby&lt;br /&gt;
|range = 1050&lt;br /&gt;
|reload = 0.5&lt;br /&gt;
|velocity = 175&lt;br /&gt;
|damage = 35&lt;br /&gt;
|armor_damage = 35&lt;br /&gt;
|shield_damage = 35&lt;br /&gt;
|subsystem_damage = 17.5&lt;br /&gt;
|homing_type = Heat&lt;br /&gt;
|homing_min_time = 1.5&lt;br /&gt;
|homing_turn = 180&lt;br /&gt;
|child = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|Generally the shockwave seems to wash over enemy interceptors&#039; sheilds, and the bomblets rarely hit their marks, so load up on [[GTM Hornet]]s or [[GTM Interceptor]]s instead, or just put in another bank of bombs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Synaptic&#039;s nickname &amp;quot;Earthshaker&amp;quot; is most probably a reference to the Earthshaker Missile from Descent II, which Volition developed at around the same time as Descent: FreeSpace. Both missiles even look somewhat similar&amp;amp;mdash;big head, thin body and prominent thrusters.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=User_talk:Su-tehp&amp;diff=62756</id>
		<title>User talk:Su-tehp</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=User_talk:Su-tehp&amp;diff=62756"/>
		<updated>2020-11-12T09:10:28Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: /* User Page? */ Another feature...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ciao!==&lt;br /&gt;
Glad to have you here. - [[User:Mobius|Mobius]] on October 25th, 2020 at 18:02 UTC&lt;br /&gt;
&lt;br /&gt;
== User Page? ==&lt;br /&gt;
&lt;br /&gt;
Hi Su-tehp. I notice that you&#039;ve created [[Su-tehp|an article of yourself]] in the mainspace that uses a tone of voice more commonly seen on a userpage.&lt;br /&gt;
&lt;br /&gt;
All of us can create our own page on the User space (e.g. [[User:Su-tehp]] in your case), known as a userpage. The tone of writing we generally use on the userpage is less formal, often in first-person, and can even contain our subjective opinions on things (such as my explicit hatred for the GTF &#039;&#039;Horus&#039;&#039; on [[User:Androgeos Exeunt|my own userpage]]).&lt;br /&gt;
&lt;br /&gt;
Creating a userpage is good if you intend to work on the wiki for a long time, but want a little space off to the side (that&#039;s not part of the main articles) to write about things that might not necessarily be suitable as proper wiki articles; this includes work-in-progress stuff. Since FreeSpace Wiki uses the MediaWiki architecture seen on Wikipedia, when you view someone&#039;s userpage, including your own, the &amp;quot;tools&amp;quot; box on the sidebar will change to provide links to the user&#039;s contributions, logs, and user groups, while you&#039;ll also get a direct link to the userpage by pressing your username at the top-right corner of each page, making for a more seamless, integrated user experience. You should also be able to create your own subpages in the userspace for such purposes (e.g. [[User:Su-tehp/Writings]]).&lt;br /&gt;
&lt;br /&gt;
If you think having a userpage is a good idea and don&#039;t want to spend the time and effort re-creating what you&#039;ve written up so far (as well as setting up redirects and stuff), there is a simple solution: move [[Su-tehp]] to [[User:Su-tehp]]. Here&#039;s how you can do it yourself:&lt;br /&gt;
# Go to [[Special:MovePage/Su-tehp]].&lt;br /&gt;
# On the drop-down list that says &amp;quot;(Main)&amp;quot;, change it to &amp;quot;User&amp;quot;.&lt;br /&gt;
# Press the &amp;quot;Move page&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting, however, that because this wiki is pretty small, there are no hard and fast rules regarding what sort of content can and cannot be on the mainspace until an administrator steps in&amp;amp;mdash;this means that whatever you&#039;ve currently written on [[Su-tehp]] is just as valid in the FreeSpace universe as whatever the community has contributed over time to articles such as [[GTF Apollo]]. Feel free to keep things as they are if you prefer it that way. -- [[User:Androgeos Exeunt|&amp;lt;font color=&amp;quot;#9966CC&amp;quot;&amp;gt;Androgeos&amp;lt;/font&amp;gt;]] [[User_talk:Androgeos_Exeunt|&amp;lt;font color=&amp;quot;#40826D&amp;quot;&amp;gt;Exeunt&amp;lt;/font&amp;gt;]] 03:23, 12 November 2020 (UTC)&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=User_talk:Su-tehp&amp;diff=62755</id>
		<title>User talk:Su-tehp</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=User_talk:Su-tehp&amp;diff=62755"/>
		<updated>2020-11-12T09:09:01Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: /* User Page? */ Proper term?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ciao!==&lt;br /&gt;
Glad to have you here. - [[User:Mobius|Mobius]] on October 25th, 2020 at 18:02 UTC&lt;br /&gt;
&lt;br /&gt;
== User Page? ==&lt;br /&gt;
&lt;br /&gt;
Hi Su-tehp. I notice that you&#039;ve created [[Su-tehp|an article of yourself]] in the mainspace that uses a tone of voice more commonly seen on a userpage.&lt;br /&gt;
&lt;br /&gt;
All of us can create our own page on the User space (e.g. [[User:Su-tehp]] in your case), known as a userpage. The tone of writing we generally use on the userpage is less formal, often in first-person, and can even contain our subjective opinions on things (such as my explicit hatred for the GTF &#039;&#039;Horus&#039;&#039; on [[User:Androgeos Exeunt|my own userpage]]).&lt;br /&gt;
&lt;br /&gt;
Creating a userpage is good if you intend to work on the wiki for a long time, but want a little space off to the side (that&#039;s not part of the main articles) to write about things that might not necessarily be suitable as proper wiki articles; this includes work-in-progress stuff. Since FreeSpace Wiki uses the MediaWiki architecture seen on Wikipedia, when you view someone&#039;s userpage, including your own, the &amp;quot;tools&amp;quot; box on the sidebar will change to provide links to the user&#039;s contributions, logs, and user groups, making for a more seamless, integrated user experience. You should also be able to create your own subpages in the userspace for such purposes (e.g. [[User:Su-tehp/Writings]]).&lt;br /&gt;
&lt;br /&gt;
If you think having a userpage is a good idea and don&#039;t want to spend the time and effort re-creating what you&#039;ve written up so far (as well as setting up redirects and stuff), there is a simple solution: move [[Su-tehp]] to [[User:Su-tehp]]. Here&#039;s how you can do it yourself:&lt;br /&gt;
# Go to [[Special:MovePage/Su-tehp]].&lt;br /&gt;
# On the drop-down list that says &amp;quot;(Main)&amp;quot;, change it to &amp;quot;User&amp;quot;.&lt;br /&gt;
# Press the &amp;quot;Move page&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting, however, that because this wiki is pretty small, there are no hard and fast rules regarding what sort of content can and cannot be on the mainspace until an administrator steps in&amp;amp;mdash;this means that whatever you&#039;ve currently written on [[Su-tehp]] is just as valid in the FreeSpace universe as whatever the community has contributed over time to articles such as [[GTF Apollo]]. Feel free to keep things as they are if you prefer it that way. -- [[User:Androgeos Exeunt|&amp;lt;font color=&amp;quot;#9966CC&amp;quot;&amp;gt;Androgeos&amp;lt;/font&amp;gt;]] [[User_talk:Androgeos_Exeunt|&amp;lt;font color=&amp;quot;#40826D&amp;quot;&amp;gt;Exeunt&amp;lt;/font&amp;gt;]] 03:23, 12 November 2020 (UTC)&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=User_talk:Su-tehp&amp;diff=62754</id>
		<title>User talk:Su-tehp</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=User_talk:Su-tehp&amp;diff=62754"/>
		<updated>2020-11-12T03:33:37Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: TOOLS TOOLS TOOLS TOOLS TOOLS TOOLS TOOLS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ciao!==&lt;br /&gt;
Glad to have you here. - [[User:Mobius|Mobius]] on October 25th, 2020 at 18:02 UTC&lt;br /&gt;
&lt;br /&gt;
== User Page? ==&lt;br /&gt;
&lt;br /&gt;
Hi Su-tehp. I notice that you&#039;ve created [[Su-tehp|an article of yourself]] in the mainspace that uses a tone of voice more commonly seen on a userpage.&lt;br /&gt;
&lt;br /&gt;
All of us can create our own page on the userspace (e.g. [[User:Su-tehp]] in your case), known as a userpage. The tone of writing we generally use on the userpage is less formal, often in first-person, and can even contain our subjective opinions on things (such as my explicit hatred for the GTF &#039;&#039;Horus&#039;&#039; on [[User:Androgeos Exeunt|my own userpage]]).&lt;br /&gt;
&lt;br /&gt;
Creating a userpage is good if you intend to work on the wiki for a long time, but want a little space off to the side (that&#039;s not part of the main articles) to write about things that might not necessarily be suitable as proper wiki articles; this includes work-in-progress stuff. Since FreeSpace Wiki uses the MediaWiki architecture seen on Wikipedia, when you view someone&#039;s userpage, including your own, the &amp;quot;tools&amp;quot; box on the sidebar will change to provide links to the user&#039;s contributions, logs, and user groups, making for a more seamless, integrated user experience. You should also be able to create your own subpages in the userspace for such purposes (e.g. [[User:Su-tehp/Writings]]).&lt;br /&gt;
&lt;br /&gt;
If you think having a userpage is a good idea and don&#039;t want to spend the time and effort re-creating what you&#039;ve written up so far (as well as setting up redirects and stuff), there is a simple solution: move [[Su-tehp]] to [[User:Su-tehp]]. Here&#039;s how you can do it yourself:&lt;br /&gt;
# Go to [[Special:MovePage/Su-tehp]].&lt;br /&gt;
# On the drop-down list that says &amp;quot;(Main)&amp;quot;, change it to &amp;quot;User&amp;quot;.&lt;br /&gt;
# Press the &amp;quot;Move page&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting, however, that because this wiki is pretty small, there are no hard and fast rules regarding what sort of content can and cannot be on the mainspace until an administrator steps in&amp;amp;mdash;this means that whatever you&#039;ve currently written on [[Su-tehp]] is just as valid in the FreeSpace universe as whatever the community has contributed over time to articles such as [[GTF Apollo]]. Feel free to keep things as they are if you prefer it that way. -- [[User:Androgeos Exeunt|&amp;lt;font color=&amp;quot;#9966CC&amp;quot;&amp;gt;Androgeos&amp;lt;/font&amp;gt;]] [[User_talk:Androgeos_Exeunt|&amp;lt;font color=&amp;quot;#40826D&amp;quot;&amp;gt;Exeunt&amp;lt;/font&amp;gt;]] 03:23, 12 November 2020 (UTC)&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=User_talk:Su-tehp&amp;diff=62753</id>
		<title>User talk:Su-tehp</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=User_talk:Su-tehp&amp;diff=62753"/>
		<updated>2020-11-12T03:23:45Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: /* User Page? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ciao!==&lt;br /&gt;
Glad to have you here. - [[User:Mobius|Mobius]] on October 25th, 2020 at 18:02 UTC&lt;br /&gt;
&lt;br /&gt;
== User Page? ==&lt;br /&gt;
&lt;br /&gt;
Hi Su-tehp. I notice that you&#039;ve created [[Su-tehp|an article of yourself]] in the mainspace that uses a tone of voice more commonly seen on a userpage.&lt;br /&gt;
&lt;br /&gt;
All of us can create our own page on the userspace (e.g. [[User:Su-tehp]] in your case), known as a userpage. The tone of writing we generally use on the userpage is less formal, often in first-person, and can even contain our subjective opinions on things (such as my explicit hatred for the GTF &#039;&#039;Horus&#039;&#039; on [[User:Androgeos Exeunt|my own userpage]]).&lt;br /&gt;
&lt;br /&gt;
Creating a userpage is good if you intend to work on the wiki for a long time, but want a little space off to the side (that&#039;s not part of the main articles) to write about things that might not necessarily be suitable as proper wiki articles; this includes work-in-progress stuff. Since FreeSpace Wiki uses the MediaWiki architecture seen on Wikipedia, when you view someone&#039;s userpage, including your own, the &amp;quot;tool&amp;quot; box on the sidebar will change to provide links to the user&#039;s contributions, logs, and user groups, making for a more seamless, integrated user experience. You should also be able to create your own subpages in the userspace for such purposes (e.g. [[User:Su-tehp/Writings]]).&lt;br /&gt;
&lt;br /&gt;
If you think having a userpage is a good idea and don&#039;t want to spend the time and effort re-creating what you&#039;ve written up so far (as well as setting up redirects and stuff), there is a simple solution: move [[Su-tehp]] to [[User:Su-tehp]]. Here&#039;s how you can do it yourself:&lt;br /&gt;
# Go to [[Special:MovePage/Su-tehp]].&lt;br /&gt;
# On the drop-down list that says &amp;quot;(Main)&amp;quot;, change it to &amp;quot;User&amp;quot;.&lt;br /&gt;
# Press the &amp;quot;Move page&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting, however, that because this wiki is pretty small, there are no hard and fast rules regarding what sort of content can and cannot be on the mainspace until an administrator steps in&amp;amp;mdash;this means that whatever you&#039;ve currently written on [[Su-tehp]] is just as valid in the FreeSpace universe as whatever the community has contributed over time to articles such as [[GTF Apollo]]. Feel free to keep things as they are if you prefer it that way. -- [[User:Androgeos Exeunt|&amp;lt;font color=&amp;quot;#9966CC&amp;quot;&amp;gt;Androgeos&amp;lt;/font&amp;gt;]] [[User_talk:Androgeos_Exeunt|&amp;lt;font color=&amp;quot;#40826D&amp;quot;&amp;gt;Exeunt&amp;lt;/font&amp;gt;]] 03:23, 12 November 2020 (UTC)&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTM_Cluster_Bomb&amp;diff=62331</id>
		<title>GTM Cluster Bomb</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTM_Cluster_Bomb&amp;diff=62331"/>
		<updated>2020-10-21T06:28:30Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: /* Veteran Comments */ Removed some stuff from my old VC that&amp;#039;s probably not acceptable under the policy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;GTM-86 Cluster Bomb&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Cluster.gif]]|caption=The GTM-86 Cluster Bomb}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
A second-generation Synaptic bomb, this GTI-developed cluster warhead has been designed for attacks against entire wings of enemy ships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upon reaching its target, the primary warhead fragments into multiple secondary warheads that explode within a split second.  The detonations produce a large field of blast field, making the cluster bomb most effective against fighter formations.&lt;br /&gt;
&lt;br /&gt;
===Command Brief Animation===&lt;br /&gt;
[[Image:CB Cluster 35 M.png|The GTM Cluster Bomb schematic in a CB Animation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Secondary|800|5.0|160|60|Full|60|Good|45|Full|60|30 / 100|Heat Seeking|180 degrees|N / A|1.0 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spawned warheads===&lt;br /&gt;
{{Secondary|75|0.0|250|35|Full|35|Full|35|Average|17.5|20 / 60|Heat Seeking|45 degrees|N / A|1.0 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Weapon [[Weapons.tbl#Weapon Flags|spawns]] 8 smaller warheads&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|Like the [[GTM Infyrno]] the Cluster Bomb is difficult to use, unlike the [[GTM Infyrno]] the Cluster Bomb doesn&#039;t do a lot of damage, even when you get it right, because of the tiny damage caused by the &amp;quot;Cluster Bomb Baby&amp;quot; in FreeSpace 1 (see:[[Weapon Comparison (FS1)]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another thing about the Cluster Bomb is that, unlike the Infyrno, you CANNOT remote-detonate it. In other words, you cannot actually put that anti-fighter screen where you need it most. The Cluster Bomb is more like a more powerful, shorter-ranged [[GTM MX-64|Rockeye]]. If a fighter gets hit by this, it is definitely a goner. However, because this missile has a range of about 500m, that would be unlikely.  At the least, it&#039;s better than a [[GTM Synaptic|Synaptic]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Cluster Bomb is quite similar in function to the [[GTM Infyrno|Infyrno missile]] of FS2, only that the former is a heat-seeking missile and the latter a remote-detonated cluster bomb. It homes in towards the nearest hostile target upon launch and explodes when it is near the target, spewing several small warheads that detonate simultaneously and almost immediately. While a successful hit almost always guarantees a kill, what lets the Cluster Bomb down and makes it almost useless is its relatively slow speed and horrible turn rate. Most fighters are capable of turning harder and faster than the Cluster Bomb, and if they play it right, they can evade a Cluster Bomb simply by making quick, sharp turns and using the afterburners at the right moment. It is possible to kill some ships with this missile, but even a poor marksman like myself prefer other missiles to this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s nothing &amp;quot;cluster&amp;quot; about it, really, with its pitiful explosion radius. The Cluster Bomb is more like a Phoenix V that has half the range and doesn&#039;t require aspect lock to home. Like the Phoenix, a direct hit is nearly a guaranteed kill, and can be a nasty surprise to snap off at overly aggressive dogfighters.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Beam_weapon&amp;diff=62144</id>
		<title>Beam weapon</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Beam_weapon&amp;diff=62144"/>
		<updated>2020-10-18T06:13:15Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: Attempted to add more consistency regarding the use of jargon.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:RScreen0198.png|480px|right|thumb|A &#039;&#039;Ravana&#039;&#039;-class destroyer firing most of its beam weapons]]&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;beam weapon&#039;&#039;&#039;, or &#039;&#039;&#039;beam cannon&#039;&#039;&#039;, is a weapon system mounted exclusively on large vessels. It is used to attack larger targets at long range or as a point-defense weapon against fighters, bombers, and warheads.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
During the [[Great War]] and [[GTI Rebellion]], the [[Terrans]] and [[Vasudans]] encountered the [[Shivans]], a previously unknown alien race. Both species took note of the technological capability of the Shivans, particularly the main guns of the [[SD Lucifer|Shivan command ship]], which they termed &amp;quot;Flux Cannons&amp;quot;. The two races opted to replicate this technology after the end of the GTI Rebellion in late 2335. The result of this pursuit was the invention of the deadliest and most advanced weapons of war ever created by either race, called beam weapons. The first class of ship which was fully designed with beam weapons in mind may have been the [[GVCv Sobek|GVCv &#039;&#039;Sobek&#039;&#039;]], which is said to have entered service shortly after the destruction of Vasuda Prime. Further advancements enabled engineers from both races to mount these weapons on older vessels never meant to accommodate them, as well as less powerful, more energy-efficient versions on smaller ships.&lt;br /&gt;
&lt;br /&gt;
Despite these advances, neither species was ultimately capable of matching up to the Shivans during the [[Second Shivan Incursion]] of 2367. Shivan beams were far more destructive than any Terran or Vasudan beam weapon ever made in terms of raw power and were capable of much faster refire rates at no visible cost to ship integrity. These advantages that Shivan beam weapons have over their Terran and Vasudan counterparts were demonstrated when the most powerful ship ever constructed by both races, the GTVA &#039;&#039;Colossus&#039;&#039;, was obliterated almost completely by beam fire from a &#039;&#039;Sathanas&#039;&#039; juggernaut.&lt;br /&gt;
&lt;br /&gt;
==Capabilities==&lt;br /&gt;
Sufficient [[reactor]] power is required in order to fire beam weapons. Therefore, they are never mounted on small ships (fighters, bombers, and support ships), which have reactors too small and weak to support the power drain. For a time, the Vasudans&#039; [[GVD Typhon|&#039;&#039;Typhon&#039;&#039;-class destroyers]] encountered similar issues, with most of them suffering from reactor overloads and system failures due to their power grid being unable to cope with the power needed to fire the beams equipped on them. The deployment of the [[GVD Hatshepsut|&#039;&#039;Hatshepsut&#039;&#039;]] line of destroyers would rectify this problem.&lt;br /&gt;
&lt;br /&gt;
In general, beam weapons are designed to be fired against large vessels, such as transports, installations, and warships. These are generally called &amp;quot;anti-capship beams&amp;quot; by players. However, smaller, lighter beam weapons exist that deliver less damage than anti-capship beams but are capable of targeting small ships and even incoming warheads. These are recognized as &amp;quot;anti-fighter beams&amp;quot; in FreeSpace canon (dubbed &amp;quot;AAA beams&amp;quot; on occasion by players due to their names in the FreeSpace 2 table files). The advancement of the beam weapon in the Terran and Vasudan fleets is sufficient enough to enable the most powerful anti-capship beam from either race to easily cleave through most cruisers and corvettes in minutes and deal significant damage to destroyers, if not destroying them outright.&lt;br /&gt;
&lt;br /&gt;
Most Terran and Vasudan beam weapons are meant to be fired at a specified power output, dealing a consistent rate of damage assuming that the beam in question strikes its target for the entire duration of its lifetime. However, if the situation warrants, it is also possible to reduce power output to limit damage done, or increase power output beyond specified limits to increase damage rates; the latter comes with the risk of emitter and heat sink deterioration. Examples of ships that have taken either course of action are the GTC &#039;&#039;Rampart&#039;&#039; during a feint attack on two cruisers, and the GTVA &#039;&#039;Colossus&#039;&#039;, during its engagement with the first SJ &#039;&#039;Sathanas&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Beam types==&lt;br /&gt;
:&#039;&#039;See also: [[Weapons.tbl#$BeamInfo:]]&#039;&#039;&lt;br /&gt;
There are five beam types included in retail FreeSpace 2, assigned to the following &amp;lt;code&amp;gt;+Type&amp;lt;/code&amp;gt; integers:&lt;br /&gt;
&amp;lt;ol start=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Anti-cap beams&#039;&#039;&#039;, which only target large vessels. These beams can be directed to target specific subsystems/turrets if necessary.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Anti-cap slashing beams&#039;&#039;&#039;, which only target large vessels and strike their targets across a wide arc. The slashing beams included in retail FS2 generally have higher damage outputs and faster refire rates than anti-cap beams, but are not as accurate and may completely miss the target on occasion.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Targeting beams&#039;&#039;&#039;, which are never used in the game and whose purpose remains unknown. One beam of this type (the [[Targeting Laser]]) is included in the FreeSpace 2 tables, but it appears to serve no purpose due to supplementary content being cut.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Anti-fighter beams&#039;&#039;&#039;, which can target small ships. These beams are capable of firing more than once per pulse, but do very little damage as compared to anti-cap beams. In the absence of small ships, they can target large ships, firing a single pulse.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Fixed beams&#039;&#039;&#039;, which only target and fire at anything directly in front of them. This is distinct from most other beam types, which have a virtual &amp;quot;view cone&amp;quot; that allows them to fire at targets that are off-center.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes for mission designers==&lt;br /&gt;
:&#039;&#039;See also: [[SEXP Reference]]&#039;&#039;&lt;br /&gt;
Newly-created missions in FRED2 do not enable beams by default. The easiest way to enable beam fire is to use the [[beam-free-all]] SEXP on every individual ship that needs to fire its beams. Greater control over each beam can be achieved through the use of the [[fire-beam]] SEXP, allowing beams to target specific ships, subsystems and turrets.&lt;br /&gt;
&lt;br /&gt;
fred2_open adds an option to enable all beams by default in the Mission Statistics box.&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
*[https://web.archive.org/web/20011215000921/http://home.att.net/~clay.h/fs2/beamfaq.htm ZylonBane&#039;s Beam FAQ]&lt;br /&gt;
&lt;br /&gt;
[[Category:Technologies]]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Beam_weapon&amp;diff=62143</id>
		<title>Beam weapon</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Beam_weapon&amp;diff=62143"/>
		<updated>2020-10-18T06:01:46Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: /* Beam types */ The higher damage and faster refire rates of slashing beams are not hardcoded things. Transports/freighters can also be targeted by anti-cap beams, but are not capships, so I&amp;#039;m changing &amp;quot;capital ship&amp;quot; to &amp;quot;large ship&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:RScreen0198.png|480px|right|thumb|A &#039;&#039;Ravana&#039;&#039;-class destroyer firing most of its beam weapons]]&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;beam weapon&#039;&#039;&#039;, or &#039;&#039;&#039;beam cannon&#039;&#039;&#039;, is a weapon system mounted exclusively on warships. It is used to attack larger targets at long range or as a point-defense weapon against fighters, bombers, and warheads.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
During the [[Great War]] and the [[GTI Rebellion]], the [[Terrans]] and [[Vasudans]] encountered the [[Shivans]], a previously unknown alien race. Both species took note of the technological capability of the Shivans, particularly the main guns of the [[SD Lucifer|Shivan command ship]], which they termed &amp;quot;Flux Cannons&amp;quot;. The two races opted to replicate this technology after the end of the GTI Rebellion in late 2335. The result of this pursuit was the invention of the deadliest and most advanced weapons of war ever created by either race, called beam weapons. The first class of ship which was fully designed with beam weapons in mind may have been the [[GVCv Sobek|GVCv &#039;&#039;Sobek&#039;&#039;]], which is said to have entered service shortly after the destruction of Vasuda Prime. Further advancements enabled engineers from both races to mount these weapons on older vessels never meant to accommodate them, as well as less powerful, more energy-efficient versions on smaller ships.&lt;br /&gt;
&lt;br /&gt;
Despite these advances, neither species was ultimately capable of matching up to the Shivans during the [[Second Shivan Incursion]] of 2367. Shivan beams were far more destructive than any Terran or Vasudan beam weapon ever made in terms of raw power and were capable of much faster refire rates at no visible cost to ship integrity. These advantages that Shivan beam weapons have over their Terran and Vasudan counterparts were demonstrated when the most powerful ship ever constructed by both races, the GTVA &#039;&#039;Colossus&#039;&#039;, was obliterated almost completely by beam fire from a &#039;&#039;Sathanas&#039;&#039; juggernaut.&lt;br /&gt;
&lt;br /&gt;
==Capabilities==&lt;br /&gt;
Sufficient [[reactor]] power is required in order to fire beam weapons. Therefore, they are never mounted on fighters or bombers, which have reactors too small and too weak to support the power drain. For a time, the Vasudans&#039; [[GVD Typhon|&#039;&#039;Typhon&#039;&#039;-class destroyers]] encountered similar issues, with most of them suffering from reactor overloads and system failures due to their power grid being unable to cope with the power needed to fire the beams equipped on them. The deployment of the [[GVD Hatshepsut|&#039;&#039;Hatshepsut&#039;&#039;]] line of destroyers would rectify this problem.&lt;br /&gt;
&lt;br /&gt;
In general, beam weapons are designed to be fired against ships larger than bomber-class, which are large enough to be targeted with. These are generally called &amp;quot;anti-capship beams&amp;quot; by players. However, smaller, lighter beam weapons exist that deliver less damage than anti-capship beams but are capable of targeting even fighters and bombers. These are recognized as &amp;quot;anti-fighter beams&amp;quot; in FreeSpace canon (dubbed &amp;quot;AAA beams&amp;quot; on occasion by players due to their names in the FreeSpace 2 table files). The advancement of the beam weapon in the Terran and Vasudan fleets is sufficient enough to enable the most powerful anti-capship beam from either race to easily cleave through most cruisers and corvettes in minutes and deal significant damage to destroyers, if not destroying them outright.&lt;br /&gt;
&lt;br /&gt;
Most Terran and Vasudan beam weapons are meant to be fired at a specified power output, dealing a consistent rate of damage assuming that the beam in question strikes its target for the entire duration of its lifetime. However, if the situation warrants, it is also possible to reduce power output to limit damage done, or increase power output beyond specified limits to increase damage rates; the latter comes with the risk of emitter and heat sink deterioration. Examples of ships that have taken either course of action are the GTC &#039;&#039;Rampart&#039;&#039; during a feint attack on two cruisers, and the GTVA &#039;&#039;Colossus&#039;&#039;, during its engagement with the first SJ &#039;&#039;Sathanas&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Beam types==&lt;br /&gt;
:&#039;&#039;See also: [[Weapons.tbl#$BeamInfo:]]&#039;&#039;&lt;br /&gt;
There are five beam types included in retail FreeSpace 2, assigned to the following &amp;lt;code&amp;gt;+Type&amp;lt;/code&amp;gt; integers:&lt;br /&gt;
&amp;lt;ol start=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Anti-cap beams&#039;&#039;&#039;, which only target large ships. These beams can be directed to target specific subsystems/turrets if necessary.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Anti-cap slashing beams&#039;&#039;&#039;, which only target large ships and strike their targets across a wide arc. The slashing beams included in retail FS2 generally have higher damage outputs and faster refire rates than anti-cap beams, but are not as accurate and may completely miss the target on occasion.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Targeting beams&#039;&#039;&#039;, which are never used in the game and whose purpose remains unknown. One beam of this type (the [[Targeting Laser]]) is included in the FreeSpace 2 tables, but it appears to serve no purpose due to supplementary content being cut.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Anti-fighter beams&#039;&#039;&#039;, which can target small ships. These beams are capable of firing more than once per pulse, but do very little damage as compared to anti-cap beams. In the absence of small ships, they can target large ships, firing a single pulse.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Fixed beams&#039;&#039;&#039;, which only target and fire at anything directly in front of them. This is distinct from most other beam types, which have a virtual &amp;quot;view cone&amp;quot; that allows them to fire at targets that are off-center.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes for mission designers==&lt;br /&gt;
:&#039;&#039;See also: [[SEXP Reference]]&#039;&#039;&lt;br /&gt;
Newly-created missions in FRED2 do not enable beams by default. The easiest way to enable beam fire is to use the [[beam-free-all]] SEXP on every individual ship that needs to fire its beams. Greater control over each beam can be achieved through the use of the [[fire-beam]] SEXP, allowing beams to target specific ships, subsystems and turrets.&lt;br /&gt;
&lt;br /&gt;
fred2_open adds an option to enable all beams by default in the Mission Statistics box.&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
*[https://web.archive.org/web/20011215000921/http://home.att.net/~clay.h/fs2/beamfaq.htm ZylonBane&#039;s Beam FAQ]&lt;br /&gt;
&lt;br /&gt;
[[Category:Technologies]]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=A_Lion_at_the_Door&amp;diff=62142</id>
		<title>A Lion at the Door</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=A_Lion_at_the_Door&amp;diff=62142"/>
		<updated>2020-10-18T03:06:13Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: Attempted to re-word some things for greater clarity.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=Mystery of the Trinity|previous=The Romans Blunder|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 1, MISSION 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[107th Ravens]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; After the Shivans attack an allied warship in Capella, the 107th Ravens are deployed to secure a mysterious subspace portal in the Gamma Draconis system.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
The [[FreeSpace_2_Terran_Ship_Database#GTC_Vigilant|GTC &#039;&#039;Vigilant&#039;&#039;]], assigned to guard the [[Capella]]-[[Gamma Draconis]] jump node, was destroyed by the [[Shivans]], using new ships that the [[GTVA]] has never seen before. While the [[FreeSpace 2 Terran Ship Database#GTD Carthage|&#039;&#039;Carthage&#039;&#039;]] and [[FreeSpace 2 Vasudan Ship Database#GVCv Dahshor|&#039;&#039;Dahshor&#039;&#039;]] were deployed and neutralized the attackers, Command has ordered a state of enhanced vigilance and deployed scout wings to reconnoiter the Gamma Draconis system. The scouts reported that the Shivans are emerging from a massive ring-shaped object that appeared to be projecting some kind of subspace portal. The Shivans, on their end, are sending in transports and freighters from the portal, loaded with cargo, and have made a small depot near the portal. These ships are dumping their load in the area around the ring before re-entering the portal. Alpha and Beta wings from the 107th are deployed to destroy all hostile ships in that area and hold off any new arrivals from the portal until the &#039;&#039;Carthage&#039;&#039; and &#039;&#039;Dahshor&#039;&#039; arrive with reinforcements.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
You are only allowed to fly the [[GTF Hercules Mark II]] in this mission. A recommended loadout is a bank of [[GTM Harpoon|Harpoon aspect-seeking missiles]] and a bank of [[GTM Tempest|Tempest dumbfire missiles]].&lt;br /&gt;
&lt;br /&gt;
The mission begins with you and your wing emerging a few thousand meters away from the subspace portal. There are [[Shivan]] [[SF Mara|Mara-class fighters]] patrolling the area, with the &#039;&#039;Behemoth&#039;&#039;, a [[SC Rakshasa|&#039;&#039;Rakshasa&#039;&#039;-class cruiser]] parked nearby. Behind the Shivan cruiser, you can acquire sensor lock on some freighters, a Shivan [[ST Azrael|&#039;&#039;Azrael&#039;&#039; transport]] and many cargo containers.&lt;br /&gt;
&lt;br /&gt;
The Mara fighters will break formation and attack you first. For beginners, keep a short distance away and fire a salvo of Harpoons at them. Once all the Shivan fighters are destroyed, attack the &#039;&#039;Behemoth&#039;&#039;. The &#039;&#039;Rakshasa&#039;&#039;-class cruiser has only one anti-fighter beam. Destroy that, as well as its weapons subsystem, so that the cruiser will pose much less of a dire threat to you and your squadmates.&lt;br /&gt;
&lt;br /&gt;
Once the &#039;&#039;Behemoth&#039;&#039; is destroyed, Command orders you to hold your position as they deploy the &#039;&#039;Carthage&#039;&#039; and &#039;&#039;Dahshor&#039;&#039;. However, as you wait for the two warships to arrive, the Shivans start to send in more fighters through the &#039;&#039;Knossos&#039;&#039;; Alpha 2 notes that the new fighters are designated &#039;&#039;[[SF Astaroth|Astaroth]]&#039;&#039;. These fighters will break formation and attack. Expect most of your wingmen to fall, as the Shivans outmaneuver your heavy fighters with their faster and more agile ships. On higher difficulty levels, you will need to rely on a bit of luck in order to survive being attacked. Defend yourself until the &#039;&#039;Carthage&#039;&#039; and &#039;&#039;Dahshor&#039;&#039; arrive. When they do, fly towards the [[GTD Orion|&#039;&#039;Orion&#039;&#039;-class destroyer]] and destroy your pursuers within range of the destroyer&#039;s guns. Next, get what is left of your wingmen to defend both ships. Shortly after the two Allied warships arrive, the &#039;&#039;Goliath&#039;&#039;, a [[SC Cain|&#039;&#039;Cain&#039;&#039;-class cruiser]], jumps in from the portal with another wing of &#039;&#039;Astaroth&#039;&#039; fighters and a wing of [[SB Seraphim|&#039;&#039;Seraphim&#039;&#039; bombers]]. The &#039;&#039;Carthage&#039;&#039; and &#039;&#039;Dahshor&#039;&#039; will encounter few problems with the &#039;&#039;Goliath&#039;&#039;, but the Shivan bombers will go after the &#039;&#039;Carthage&#039;&#039; first. If you want to get a medal, you will need to defend both vessels from the &#039;&#039;Astaroth&#039;&#039; and, in particular, the &#039;&#039;Seraphim&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* One way to have your wingmen survive the first engagement with the &#039;&#039;Astaroth&#039;&#039; is to simply order them to form on your wing (C-3-7) and then fly away from the portal as soon as the &#039;&#039;Behemoth&#039;&#039; and &#039;&#039;Mara&#039;&#039; fighters are destroyed. Because the arrival cue for the &#039;&#039;Carthage&#039;&#039; and &#039;&#039;Dahshor&#039;&#039; is only time-delayed to a sequence of events starting from the destruction of the &#039;&#039;Behemoth&#039;&#039; and &#039;&#039;Mara&#039;&#039; fighters, and the two Allied warships jump into the area at around your starting point, this tactic has the double benefit of putting you and your wingmen in the ideal position to protect the &#039;&#039;Carthage&#039;&#039; and &#039;&#039;Dahshor&#039;&#039; almost as soon as they arrive.&lt;br /&gt;
* There is a trick to getting the kills for the freighters. The moment they lose their cargo by having it blown off, they jump out. Your wingmen tend to hit the cargo quite often while going for the freighters, and it&#039;s not all that easy for you to avoid doing so either. However, if you keep your wingmen away and aim carefully, it is possible to kill all the freighters before they escape. The [[SFr Dis|&#039;&#039;Dis&#039;&#039;]] does not immediately jump out if its cargo is destroyed, although it will still make a beeline for the Knossos and eventually jump out there.&lt;br /&gt;
* Oddly enough, the &#039;&#039;Semyaza&#039;&#039; does absolutely nothing no matter what happens, even if the &#039;&#039;Carthage&#039;&#039; and &#039;&#039;Dahshor&#039;&#039; jump in, and has no intended purpose other than just to sit there and be a bystander.&lt;br /&gt;
&lt;br /&gt;
==New equipment==&lt;br /&gt;
*[[GTF Hercules Mark II]]&lt;br /&gt;
*[[GTW Prometheus R]]&lt;br /&gt;
*[[GTM Harpoon]]&lt;br /&gt;
*[[GTM Hornet]]&lt;br /&gt;
&lt;br /&gt;
==Total number of forces==&lt;br /&gt;
{{total_numbers_3&lt;br /&gt;
|belligerent_1 =[[Galactic Terran-Vasudan Alliance|GTVA]]&lt;br /&gt;
|belligerent_2 =[[Shivans]]&lt;br /&gt;
|belligerent_3 =[[Ancients]]&lt;br /&gt;
|ship_1 =&lt;br /&gt;
* 1 [[GTD Orion|GTD &#039;&#039;Orion&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#GTD Carthage|&#039;&#039;Carthage&#039;&#039;]]&lt;br /&gt;
* 1 [[GVCv Sobek|GVCv &#039;&#039;Sobek&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Vasudan Ship Database#GVCv Dahshor|&#039;&#039;Dahshor&#039;&#039;]]&lt;br /&gt;
|ship_2 =&lt;br /&gt;
* 1 [[SC Rakshasa|SC &#039;&#039;Rakshasa&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Shivan Ship Database#SC Behemoth|&#039;&#039;Behemoth&#039;&#039;]]&lt;br /&gt;
* 1 [[SC Cain|SC &#039;&#039;Cain&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Shivan Ship Database#SC Goliath|&#039;&#039;Goliath&#039;&#039;]]&lt;br /&gt;
* 1 [[ST Azrael|ST &#039;&#039;Azrael&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Shivan Ship Database#ST Semyaza|&#039;&#039;Semyaza&#039;&#039;]]&lt;br /&gt;
* 1 [[SFr Mephisto|SFr &#039;&#039;Mephisto&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Shivan Ship Database#SFr Maul|&#039;&#039;Maul&#039;&#039;]]&lt;br /&gt;
* 1 [[SFr Asmodeus|SFr &#039;&#039;Asmodeus&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Shivan Ship Database#SFr Neqael|&#039;&#039;Neqael&#039;&#039;]]&lt;br /&gt;
* 1 [[SFr Dis|SFr &#039;&#039;Dis&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Shivan Ship Database#SFr Dis|&#039;&#039;Dis&#039;&#039;]]&lt;br /&gt;
*5 [[SC 5|&#039;&#039;SC 5&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;SC 5 5&#039;&#039; through &#039;&#039;SC 5 7&#039;&#039;, &#039;&#039;SC 5 11&#039;&#039;, &#039;&#039;SC 5 16&#039;&#039;&lt;br /&gt;
*3 [[SAC 2|&#039;&#039;SAC 2&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;SAC 2 8&#039;&#039;, &#039;&#039;SAC 2 9&#039;&#039;, &#039;&#039;SAC 2 14&#039;&#039;&lt;br /&gt;
|ship_3 =&lt;br /&gt;
* 1 &#039;&#039;[[Knossos]]&#039;&#039;&lt;br /&gt;
** &#039;&#039;Subspace Portal&#039;&#039;&lt;br /&gt;
*** Unknown&lt;br /&gt;
|strikecraft_1 =&lt;br /&gt;
*6 [[GTF Hercules Mark II|GTF &#039;&#039;Hercules Mark II&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Beta&#039;&#039; (3)&lt;br /&gt;
*3 [[GTF Myrmidon|GTF &#039;&#039;Myrmidon&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Delta&#039;&#039; (3)&lt;br /&gt;
*3 [[GVF Serapis|GVF &#039;&#039;Serapis&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Epsilon&#039;&#039; (3)&lt;br /&gt;
|strikecraft_2 =&lt;br /&gt;
* 9 [[SF Mara|SF &#039;&#039;Mara&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Virgo&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Cancer&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Aries&#039;&#039; (3)&lt;br /&gt;
* 10 [[SF Astaroth|SF &#039;&#039;Astaroth&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Libra&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Leo&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Aquarius&#039;&#039; (4)&lt;br /&gt;
* 3 [[SB Seraphim|SB &#039;&#039;Seraphim&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Scorpio&#039;&#039; (3)&lt;br /&gt;
|strikecraft_3 =&lt;br /&gt;
* None&lt;br /&gt;
|casualties_1 =&lt;br /&gt;
* 0-1 [[GTD Orion|GTD &#039;&#039;Orion&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#GTD Carthage|&#039;&#039;Carthage&#039;&#039;]]&lt;br /&gt;
* 0-1 [[GVCv Sobek|GVCv &#039;&#039;Sobek&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Vasudan Ship Database#GVCv Dahshor|&#039;&#039;Dahshor&#039;&#039;]]&lt;br /&gt;
*0-5 [[GTF Hercules Mark II|GTF &#039;&#039;Hercules Mark II&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Beta&#039;&#039; (3)&lt;br /&gt;
|casualties_2 =&lt;br /&gt;
* 1 [[SC Rakshasa|SC &#039;&#039;Rakshasa&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Shivan Ship Database#SC Behemoth|&#039;&#039;Behemoth&#039;&#039;]]&lt;br /&gt;
* 1 [[SC Cain|SC &#039;&#039;Cain&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Shivan Ship Database#SC Goliath|&#039;&#039;Goliath&#039;&#039;]]&lt;br /&gt;
* 0-1 [[ST Azrael|ST &#039;&#039;Azrael&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Shivan Ship Database#ST Semyaza|&#039;&#039;Semyaza&#039;&#039;]]&lt;br /&gt;
* 0-1 [[SFr Mephisto|SFr &#039;&#039;Mephisto&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Shivan Ship Database#SFr Maul|&#039;&#039;Maul&#039;&#039;]]&lt;br /&gt;
* 0-1 [[SFr Asmodeus|SFr &#039;&#039;Asmodeus&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Shivan Ship Database#SFr Neqael|&#039;&#039;Neqael&#039;&#039;]]&lt;br /&gt;
* 0-1 [[SFr Dis|SFr &#039;&#039;Dis&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Shivan Ship Database#SFr Dis|&#039;&#039;Dis&#039;&#039;]]&lt;br /&gt;
* 0-5 [[SC 5|&#039;&#039;SC 5&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;SC 5 5&#039;&#039; through &#039;&#039;SC 5 7&#039;&#039;, &#039;&#039;SC 5 11&#039;&#039;, &#039;&#039;SC 5 16&#039;&#039;&lt;br /&gt;
* 0-3 [[SAC 2|&#039;&#039;SAC 2&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;SAC 2 8&#039;&#039;, &#039;&#039;SAC 2 9&#039;&#039;, &#039;&#039;SAC 2 14&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 9 [[SF Mara|SF &#039;&#039;Mara&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Virgo&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Cancer&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Aries&#039;&#039; (3)&lt;br /&gt;
* 10 [[SF Astaroth|SF &#039;&#039;Astaroth&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Libra&#039;&#039;&#039;&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Leo&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Aquarius&#039;&#039; (4)&lt;br /&gt;
* 3 [[SB Seraphim|SB &#039;&#039;Seraphim&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Scorpio&#039;&#039; (3)&lt;br /&gt;
|casualties_3 =&lt;br /&gt;
* None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM1-04.fs2|73.8 KB|Brad Johnson|51 (+6 waypoints)|11|57|23|4: Numbers|Brief4}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;SoosXY4Tleg&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;uxmUr5_AhAI&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=62136</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=62136"/>
		<updated>2020-10-15T15:40:58Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: It&amp;#039;s a consistency thing. :s&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2016-09-02|417eb20}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
Particle Effects is a SCP feature which allows to define custom particle effects that can be assigned to various engine properties.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-part.tbm. This table type does not have a main table like the other types. All particle effects must be specified in modular tables. Currently there is no support for the usual &#039;&#039;+nocreate&#039;&#039; ability the other modular tables have but that will be added in the future. Parts of this documentation are written with with &#039;&#039;+nocreate&#039;&#039; in mind for when that is implemented.&lt;br /&gt;
&lt;br /&gt;
=General Info=&lt;br /&gt;
*Begins with #Particle Effects&lt;br /&gt;
*Contains zero or more particle effect definitions&lt;br /&gt;
*Ends with #End&lt;br /&gt;
&lt;br /&gt;
Particle effects are created by specifying a name and a type. The type dictates which values are valid and will be described below.&lt;br /&gt;
&lt;br /&gt;
==$Effect:==&lt;br /&gt;
*Creates a new effect and specifies its name. The name must be at least one character long.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Type:===&lt;br /&gt;
*Sets the type of this effect. See [[#Effect Types|Effect Types]] for possible values.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Effect Types=&lt;br /&gt;
There are multiple different types of effects. They are specified by passing the given name to &#039;&#039;$Type&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Single==&lt;br /&gt;
This effect type creates exactly one particle per processing step.&lt;br /&gt;
&lt;br /&gt;
===+Filename:===&lt;br /&gt;
*Sets the filename of the animation that should be used.&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
===+Size:===&lt;br /&gt;
*Sets the size of the created particles. This is a uniformly distributed random range, see [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Length:===&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a uniformly distributed random range, see [[#Uniform random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Lifetime:===&lt;br /&gt;
*Sets the life time of the particles. This is a uniformly distributed random range, see [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[#Uniform random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
==Composite==&lt;br /&gt;
A composite effects contains multiple other effects which are all displayed at the same time. This is useful if you want to create complex effects that require more than one individual particle effect. The amount of child effects is not limited. This type currently does not support &#039;&#039;+nocreate&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===+Child effect:===&lt;br /&gt;
*This specifies a child effect that should be added to the composite effect. The effect is specified using [[#Inline effect creation]].&lt;br /&gt;
&lt;br /&gt;
==Cone==&lt;br /&gt;
This effects creates multiple particles which travel in a cone around a specific direction. The particles are created in a [https://en.wikipedia.org/wiki/Normal_distribution normal distribution] around the direction vector. That means that more particle are created along the direction vector than far away from it. The velocity of a particle is scaled based on the angle it is away from the direction vector. This may be changed in the future to allow different effects.&lt;br /&gt;
&lt;br /&gt;
===+Filename:===&lt;br /&gt;
*Sets the filename of the animation that should be used.&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
===+Size:===&lt;br /&gt;
*Sets the size of the created particles. This is a uniformly distributed random range, see [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Length:===&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a uniformly distributed random range, see [[#Uniform random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Lifetime:===&lt;br /&gt;
*Sets the life time of the particles. This is a uniformly distributed random range, see [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Deviation:===&lt;br /&gt;
*Sets the standard deviation from the direction vector. Must not be 0 (though 0.1 is acceptable).&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, in degrees&lt;br /&gt;
&lt;br /&gt;
===+Velocity:===&lt;br /&gt;
*Sets the velocity of the created particles. This is a [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Number:===&lt;br /&gt;
*Sets the amount of particles created for every frame the effect is active. This is a [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Direction:===&lt;br /&gt;
*Sets the direction the cone will be centered around. Can be one of:&lt;br /&gt;
**&#039;&#039;Incoming&#039;&#039;: The direction vector is the direction of the particle source, e.g. for a weapon this would be the orientation it is currently facing.&lt;br /&gt;
**&#039;&#039;Normal&#039;&#039;: The normal vector of the particle source. This data may not exist for all sources. The debug log file will contain the warning message &amp;quot;&amp;lt;tt&amp;gt;Effect &#039;&amp;lt;EffectName&amp;gt;&#039; tried to use normal direction for source without a normal!&amp;lt;/tt&amp;gt;&amp;quot; if an effect tries to use the normal vector without it existing.&lt;br /&gt;
**&#039;&#039;Reflected&#039;&#039;: The reflected vector from incoming and normal vector. This is a good way of simulating armor deflecting a shot. This direction requires the normal for work properly so the same warning message as above may appear in your log if the source has no normal vector assigned to it.&lt;br /&gt;
**&#039;&#039;Reverse&#039;&#039;: The reverse of the incoming vector&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, one of the strings specified above&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[#Uniform random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
===+Trail effect:===&lt;br /&gt;
*Sets the particle effect used for the trail of the created particles. This option uses [[#Inline effect creation]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[#Inline effect creation]].&lt;br /&gt;
&lt;br /&gt;
==Sphere==&lt;br /&gt;
This effect creates particles in a sphere shape around the center.&lt;br /&gt;
&lt;br /&gt;
===+Filename:===&lt;br /&gt;
*Sets the filename of the animation that should be used.&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
===+Size:===&lt;br /&gt;
*Sets the size of the created particles. This is a uniformly distributed random range, see [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Length:===&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a uniformly distributed random range, see [[#Uniform random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Lifetime:===&lt;br /&gt;
*Sets the life time of the particles. This is a uniformly distributed random range, see [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Velocity:===&lt;br /&gt;
*Sets the velocity of the created particles. This is a [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Number:===&lt;br /&gt;
*Sets the amount of particles created for every frame the effect is active. This is a [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Direction:===&lt;br /&gt;
*Sets the direction the cone will be centered around. Can be one of:&lt;br /&gt;
**&#039;&#039;Incoming&#039;&#039;: The direction vector is the direction of the particle source, e.g. for a weapon this would be the orientation it is currently facing.&lt;br /&gt;
**&#039;&#039;Normal&#039;&#039;: The normal vector of the particle source. This data may not exist for all sources. The debug log file will contain the warning message &amp;quot;&amp;lt;tt&amp;gt;Effect &#039;&amp;lt;EffectName&amp;gt;&#039; tried to use normal direction for source without a normal!&amp;lt;/tt&amp;gt;&amp;quot; if an effect tries to use the normal vector without it existing.&lt;br /&gt;
**&#039;&#039;Reflected&#039;&#039;: The reflected vector from incoming and normal vector. This is a good way of simulating armor deflecting a shot. This direction requires the normal for work properly so the same warning message as above may appear in your log if the source has no normal vector assigned to it.&lt;br /&gt;
**&#039;&#039;Reverse&#039;&#039;: The reverse of the incoming vector&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, one of the strings specified above&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[#Uniform random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
===+Trail effect:===&lt;br /&gt;
*Sets the particle effect used for the trail of the created particles. This option uses [[#Inline effect creation]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[#Inline effect creation]].&lt;br /&gt;
&lt;br /&gt;
==Inline effect creation==&lt;br /&gt;
At some places in this table a particle effect may be created within another particle effect. This is used for composite effects and particle trails. If inline creation is valid for an option then you may either specify a name of a previously defined effect or use &#039;&#039;&#039;$New Effect&#039;&#039;&#039; which will create a new, unnamed effect. If a name is specified then that effect must be already defined. In order to ensure that the effect is always defined no matter in which order the effect tables are parsed the effect should be defined in the same table. Some options using this construct require a specific type of effect. That will be noted in the documentation of the option.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;$New Effect&#039;&#039;&#039; is used then a new unnamed effect is created. If the surrounding option has not forced an effect type then you can specify it using the standard syntax described above. All options are the same as if the effect would have been parsed in the normal way. &#039;&#039;+nocreate&#039;&#039; is not valid within this element.&lt;br /&gt;
&lt;br /&gt;
==Random range==&lt;br /&gt;
The particle effect system uses randomization to provide variation to the created particles. This is implemented by letting the mod author specify the values for the random distribution. There are different types of distributions which are explained below.&lt;br /&gt;
&lt;br /&gt;
===Uniform random range===&lt;br /&gt;
*This accepts 1 or 2 values. If one value is used then the random range always returns that value. If two values are specified then a uniformly distributed random value will be picked from the range.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Random values)&#039;&#039;&#039;, a list of floating point values. Either one or two values. If only one value is specified then the parentheses are optional.&lt;br /&gt;
**Example: &#039;&#039;(4 20)&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;4&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Normal distribution random range===&lt;br /&gt;
*This accepts 1 or 2 values. This random range generates values according to a [https://en.wikipedia.org/wiki/Normal_distribution normal distribution]. The first value specified the mean value of the distribution. The second value specifies the standard deviation of the distribution, this defaults to 1.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Random values)&#039;&#039;&#039;, a list of floating point values. Either one or two values.&lt;br /&gt;
**Example: &#039;&#039;(4 20)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Example=&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Particle Effects&lt;br /&gt;
&lt;br /&gt;
$Effect: MassDriverImpact&lt;br /&gt;
$Type: Cone&lt;br /&gt;
	+Filename: exp05&lt;br /&gt;
	+Size: (5 7)&lt;br /&gt;
	+Lifetime: (0.6)&lt;br /&gt;
	+Deviation: 5&lt;br /&gt;
	+Velocity: (500 700)&lt;br /&gt;
	+Number: (20 30)&lt;br /&gt;
	+Direction: Reflected&lt;br /&gt;
	+Trail effect: $New Effect&lt;br /&gt;
		$Type: Single&lt;br /&gt;
			+Filename: exp20&lt;br /&gt;
			+Size: (10)&lt;br /&gt;
			+Lifetime: (1)&lt;br /&gt;
			+Duration: Always&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$Effect: ApocalypseIgnition&lt;br /&gt;
$Type: Single&lt;br /&gt;
	+Filename: exp20&lt;br /&gt;
	+Size: (10 20)&lt;br /&gt;
	&lt;br /&gt;
$Effect: ApocalypseHomed&lt;br /&gt;
$Type: Composite&lt;br /&gt;
	+Child effect: $New Effect&lt;br /&gt;
		$Type: Single&lt;br /&gt;
			+Filename: exp05&lt;br /&gt;
			+Size: (5 7)&lt;br /&gt;
			+Duration: (2 10)&lt;br /&gt;
	+Child effect: $New Effect&lt;br /&gt;
		$Type: Single&lt;br /&gt;
			+Filename: exp06b&lt;br /&gt;
			+Size: (5 7)&lt;br /&gt;
			+Duration: (2 10)&lt;br /&gt;
			+Delay: (8 15)&lt;br /&gt;
			+Effects per second: 20&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=File:Gtmhippocrates.jpg&amp;diff=62134</id>
		<title>File:Gtmhippocrates.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=File:Gtmhippocrates.jpg&amp;diff=62134"/>
		<updated>2020-10-14T06:45:12Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: Description updated/future-proofed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The GTM Hippocrates, as it is seen in FSO with the [[mediavps]] enabled.&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Endgame&amp;diff=62133</id>
		<title>Endgame</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Endgame&amp;diff=62133"/>
		<updated>2020-10-13T07:14:38Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: /* Name Origin */ Missing word added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=The Fog of War|previous=The Sicilian Defense|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 2, MISSION 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[64th Raptors]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Alpha wing of the 64th is sent to assist the warships guarding the Knossos.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
[[Aken Bosch|Admiral Bosch]] orders the remnants of his fleet to enter the [[Knossos]] portal, guarded by a few GTVA warships. Most of the NTF ships are destroyed, but the [[FreeSpace 2 Rebel Ship Database#NTC Alexandria|NTC &#039;&#039;Alexandria&#039;&#039;]] broke through and entered the node. Alpha wing of the 64th is now deployed to assist in the blockade and fend off any ships until the arrival of the GTVA Colossus.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
A recommended loadout is the [[GTF Pegasus]] armed with the [[GTW Prometheus S|Prometheus S]], a bank of [[GTM Harpoon|Harpoon]]s and a bank of [[GTM Tornado|Tornado]]s, but if the low firepower and weak armoring of the Pegasus does not suit your flying style, you can try something else, such as the [[GTF Myrmidon]].&lt;br /&gt;
&lt;br /&gt;
This is the last mission against the [[Neo-Terran Front|NTF]]. As you jump in, you can see the [[FreeSpace 2 Terran Ship Database#GTCv Monitor|&#039;&#039;Monitor&#039;&#039;]], a [[GTCv Deimos|Deimos-class corvette]] in front of you, and the [[FreeSpace 2 Terran Ship Database#GTC Fortune|&#039;&#039;Fortune&#039;&#039;]], a [[GTC Fenris|Fenris cuiser]], a short distance behind. The [[Knossos]] subspace portal is also located in the background.&lt;br /&gt;
&lt;br /&gt;
After a short conversation, in which is said that the [[GTVA Colossus|GTVA &#039;&#039;Colossus&#039;&#039;]] has taken down the [[FreeSpace_2_Rebel_Ship_Database#NTC_Vanguard|NTC Vanguard]], the Monitor is attacked by NTF fighters and bombers. Prioritize the bombers; the fighters escorting the bombers are practically harmless. Shortly after, the [[FreeSpace 2 Rebel Ship Database#NTC Loyola|NTC &#039;&#039;Loyola&#039;&#039;]], an [[GTC Aeolus|Aeolus-class cruiser]], enters the area and attacks the Monitor. Ignore it; the cruiser is very dangerous to fighters and it isn&#039;t too much trouble for the Monitor. You can accomplish your mission by defending the Monitor from the first wave of fighters.&lt;br /&gt;
&lt;br /&gt;
When the first wave of NTF fighters go down, the [[GTVA Colossus|&#039;&#039;Colossus&#039;&#039;]] jumps in and stops in front of and directly above the Knossos. From here, you don&#039;t have to do much. If you have the mood to, you can engage the incoming [[GTB Medusa|Medusa bombers]] to get kills. When the [[GTCv Deimos|Deimos corvette]] [[FreeSpace 2 Rebel Ship Database#NTCv Danton|NTCv &#039;&#039;Danton&#039;&#039;]] jumps in, do not engage it. The Colossus will have no problems making mincemeat out of it.&lt;br /&gt;
&lt;br /&gt;
The [[NTF Iceni|NTF &#039;&#039;Iceni&#039;&#039;]] jumps in shortly after the Danton&#039;s destruction, and you get orders to destroy it. At that crucial moment in time, however, the Colossus experiences a temporary malfunction in its fire control and is unable to attack, giving the Iceni a window to escape, which it does. After it jumps out, you are ordered to return to base.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*You can order both the GTC Fortune and GTCv Monitor around. This is useful because otherwise the former won&#039;t fire on NTF ships. Order the Fortune to attack enemy warships, and the Monitor to attack the Loyola, and things will move slightly faster.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*This is the only mission in the main FreeSpace 2 campaign where you can fly the Pegasus stealth fighter without modifying the mission file.&lt;br /&gt;
*A few oversights can be seen by opening this mission in FRED. In particular, messages regarding the Iceni and the Danton are defined, but not called during the mission.&lt;br /&gt;
*In the briefing, the GTCv Monitor is mispronounced as GTA Monitor by the voice actor.&lt;br /&gt;
*The return to base objective is triggered by the Iceni jumping out; if you somehow manage to destroy the Iceni, you will not get a return to base directive and will be forced to restart the mission.&lt;br /&gt;
&lt;br /&gt;
==Name Origin==&lt;br /&gt;
In chess, the &amp;quot;&#039;&#039;endgame&#039;&#039;&amp;quot; is the stage of the game where there are few pieces left on the board. Due to the lack of pieces at this stage, the king is one of the most powerful and important pieces on the board (due to a lower number of possible checks against it), the side with more pawns remaining generally has the advantage (such as through the use of attrition), and the importance of any passed pawns is increased greatly.&lt;br /&gt;
&lt;br /&gt;
The name of this mission, as well as the two preceding it ([[The King&#039;s Gambit]] and [[The Sicilian Defense]]), likely alludes to the drastic movements of NTF forces, and the GTVA&#039;s response to said movements, as the [[NTF Rebellion]] draws to a close.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
* [[FreeSpace_2_Terran_Ship_Database#GTC_Fortune|GTC Fortune]]&lt;br /&gt;
* [[FreeSpace_2_Terran_Ship_Database#GTCv_Monitor|GTCv Monitor]]&lt;br /&gt;
* [[GTVA Colossus]]&lt;br /&gt;
* [[FreeSpace_2_Rebel_Ship_Database#NTC_Loyola|NTC Loyola]]&lt;br /&gt;
* [[FreeSpace_2_Rebel_Ship_Database#NTCv_Danton|NTCv Danton]]&lt;br /&gt;
* [[NTF Iceni]]&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM2-06.fs2|69.8 KB|Brad Johnson|48 (1 waypoint)|9|55|28|6: Joshua|Brief6}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;I_CAFtrWuNo&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;2OvTpiObidg&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Template:Tables&amp;diff=62132</id>
		<title>Template:Tables</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Template:Tables&amp;diff=62132"/>
		<updated>2020-10-13T04:53:29Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: What&amp;#039;s an &amp;quot;inactive&amp;quot; table file?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=0 align=right cellpadding=2 cellspacing=1 style=&amp;quot;margin: 0 0 1em 1em; background: #202020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|&#039;&#039;&#039;&#039;&#039;List of [[Tables]] and related code files&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|&#039;&#039;&#039;* Notes [[Modular Tables]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|&#039;&#039;&#039;** Notes tables which only use modular tables&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Ai.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/ai/&#039;&#039;&#039;aicode.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Ai_profiles.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/ai/&#039;&#039;&#039;ai_profiles.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Armor.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/ship/&#039;&#039;&#039;ship.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Asteroid.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/asteroid/&#039;&#039;&#039;asteroid.cpp &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Autopilot.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/autopilot/&#039;&#039;&#039;autopilot.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Colors.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/globalincs/&#039;&#039;&#039;alphacolors.cpp	&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Controlconfigdefaults.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/controlconfig/&#039;&#039;&#039;controlsconfigcommon.cpp	&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Credits.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/menuui/&#039;&#039;&#039;credits.cpp	&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Cutscenes.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/cutscene/&#039;&#039;&#039;cutscenes.cpp &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Fireball.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/fireball/&#039;&#039;&#039;fireballs.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Fonts.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/graphics/&#039;&#039;&#039;font.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Game_settings.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/mod_table/&#039;&#039;&#039;mod_table.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Glowpoints.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/model/&#039;&#039;&#039;modelread.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Help.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/gamehelp/&#039;&#039;&#039;contexthelp.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Hud_gauges.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/hud/&#039;&#039;&#039;hudparse.cpp &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Icons.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/mission/&#039;&#039;&#039;missionbriefcommon.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Iff_defs.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/iff_defs/&#039;&#039;&#039;iff_defs.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Lightning.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/nebula/&#039;&#039;&#039;neblightning.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Mainhall.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/menuui/&#039;&#039;&#039;mainhallmenu.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Medals.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/stats/&#039;&#039;&#039;medals.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Messages.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/mission/&#039;&#039;&#039;missionmessage.cpp		&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Mflash.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/weapon/&#039;&#039;&#039;muzzleflash.cpp &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Music.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/gamesnd/&#039;&#039;&#039;eventmusic.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Nebula.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/nebula/&#039;&#039;&#039;neb.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Objecttypes.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/ship/&#039;&#039;&#039;ship.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Pixels.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/palman/&#039;&#039;&#039;palman.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Post_processing.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/graphics/&#039;&#039;&#039;gropenglpostprocessing.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Rank.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/stats/&#039;&#039;&#039;scoring.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Scripting.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/parse/&#039;&#039;&#039;scripting.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Ships.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/ship/&#039;&#039;&#039;ship.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Dynamic SEXPs|Sexps.tbl]]**&lt;br /&gt;
| &#039;&#039;&#039;/parse/sexp/&#039;&#039;&#039;sexp_lookup.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Sounds.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/gamesnd/&#039;&#039;&#039;gamesnd.cpp	&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Species_defs.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/species_defs/&#039;&#039;&#039;species_defs.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Species.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/menuui/&#039;&#039;&#039;techmenu.cpp	&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Ssm.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/hud/&#039;&#039;&#039;hudartillery.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Stars.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/starfield/&#039;&#039;&#039;starfield.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Strings.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/localization/&#039;&#039;&#039;localize.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Tips.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/menuui/&#039;&#039;&#039;playermenu.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Traitor.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/missionui/&#039;&#039;&#039;missiondebrief.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Tstrings.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/localization/&#039;&#039;&#039;localize.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Weapon_expl.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/weapon/&#039;&#039;&#039;weapons.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Weapons.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/weapon/&#039;&#039;&#039;weapons.cpp&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;[[Category:Templates|Tables]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Iff_defs.tbl&amp;diff=62131</id>
		<title>Iff defs.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Iff_defs.tbl&amp;diff=62131"/>
		<updated>2020-10-13T04:48:51Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: Got rid of spacing below {{SCP_table}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersion|5307}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;iff_defs.tbl&#039;&#039;&#039; (Identification Friend or Foe) table stores data on FS2&#039;s IFF (Identification Friend or Foe) entries. This tables default version (shown as example) is included to the code so &#039;&#039;&#039;iff_defs.tbl&#039;&#039;&#039; is not required unless entries are to be added or changed.&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*IFF_defs table consist of the generic definitions followed by actual iff definitions&lt;br /&gt;
*Table begins with #&#039;&#039;&#039;IFFs&#039;&#039;&#039;&lt;br /&gt;
*The traitor must be defined with &#039;&#039;&#039;$Traitor IFF:&#039;&#039;&#039;&lt;br /&gt;
**This entry is used to define which IFF is used to represent the traitors IFF&lt;br /&gt;
*Different IFFs entries begin with &#039;&#039;&#039;[[iff_defs.tbl#$IFF Name:|$IFF Name:]]&lt;br /&gt;
*Table ends with #&#039;&#039;&#039;End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Traitor IFF:===&lt;br /&gt;
*This entry is used to define which IFF is used to represent the traitors IFF&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, IFF entry&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Color: or $Selection Colour:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the color of the targeting brackets of selected targets (like asteroids and multi targeting targets and such)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;, values from 0 to 255, red, green and blue respectively}}&lt;br /&gt;
:*Default: ( 255, 255, 255 )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Message Color: or $Message Colour:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the color of the targeting brackets of the ship currently sending a message&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;, values from 0 to 255, red, green and blue respectively}}&lt;br /&gt;
:*Default: ( 127, 127, 127 )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tagged Color: or $Tagged Colour:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the color of the tagged targets&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;, values from 0 to 255, red, green and blue respectively}}&lt;br /&gt;
:*Default: ( 255, 255, 0 )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dimmed IFF brightness:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines how much dimmer (transparent) are the dimmed objects of the HUD (most displays, distant targets on radar etc.)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;, values from 0 to 15}}&lt;br /&gt;
:*Default: 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Alternate Blip Coloring:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set forces all blips to use uniform transparency based &#039;dimming&#039; method instead of using 1/2 brightness (non-transparent) on the non-ship blips&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;}}&lt;br /&gt;
:*Default: NO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Missile Blip Color: or $Missile Blip Colour:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the color of the weapons (bombs) on radar screen. Dimmed color is 1/2 unless alternate blip coloring is in use.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;, values from 0 to 255, red, green and blue respectively}}&lt;br /&gt;
:*Default: ( 127, 127, 0 )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Navbuoy Blip Color: or $Navbuoy Blip Colour:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the color of the navbuoys on radar screen. Dimmed color is 1/2 unless alternate blip coloring is in use.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;, values from 0 to 255, red, green and blue respectively}}&lt;br /&gt;
:*Default: ( 127, 127, 127 )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warping Blip Color: or $Warping Blip Colour:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the color of the warping ships on radar screen. Dimmed color is 1/2 unless alternate blip coloring is in use.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;, values from 0 to 255, red, green and blue respectively}}&lt;br /&gt;
:*Default: ( 0, 0, 255 )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Node Blip Color: or $Node Blip Colour:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the color of the jump nodes on radar screen. Dimmed color is 1/2 unless alternate blip coloring is in use.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;, values from 0 to 255, red, green and blue respectively}}&lt;br /&gt;
:*Default: ( 127, 127, 127 )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tagged Blip Color: or $Tagged Blip Colour:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the color of the tagged targets on radar screen. Dimmed color is 1/2 unless alternate blip coloring is in use.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;, values from 0 to 255, red, green and blue respectively}}&lt;br /&gt;
:*Default: ( 255, 255, 0 )&lt;br /&gt;
&lt;br /&gt;
===$Radar Target ID Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the appearance of the currently targeted blip on radar screen.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039; ), name of the flag&lt;br /&gt;
**List of flags:&lt;br /&gt;
***&#039;&#039;&amp;quot;crosshairs&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;blink&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;pulsate&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;enlarge&amp;quot;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==$IFF Name:==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Colour: or $Color:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the color of the IFF as seen in by default (e.g. in briefing icons).&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Color&#039;&#039;&#039; ), three &#039;&#039;&#039;integers&#039;&#039;&#039;, values from 0 to 255; red, green and blue respectively&lt;br /&gt;
**Example: ( 0, 255, 0 )}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Attacks:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the IFFs that are attacked by default&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;String&#039;&#039;&#039; ), name of the IFF&lt;br /&gt;
**Example: ( &amp;quot;Friendly&amp;quot; &amp;quot;Neutral&amp;quot; &amp;quot;Traitor&amp;quot; )}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Sees &#039;&#039;IFF Name&#039;&#039; As:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*IFF can be set to be seen as in different color than what that IFFS default color is. &lt;br /&gt;
*Same IFF may have multiple &#039;&#039;+Sees &#039;&#039;&#039;IFF Name&#039;&#039;&#039; As:&#039;&#039; entries&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;IFF Name&#039;&#039;&#039;&#039;&#039; defines the name of the IFF to have a different color.&lt;br /&gt;
**Example: +Sees &#039;&#039;&#039;Hostile&#039;&#039;&#039; As:&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Color&#039;&#039;&#039; ), three &#039;&#039;&#039;integers&#039;&#039;&#039;, values from 0 to 255; red, green and blue respectively&lt;br /&gt;
**Example: ( 255, 0, 0 )}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*IFFs can have special flags assigned to them.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039; ), name of the flag&lt;br /&gt;
**Example: ( &amp;quot;support allowed&amp;quot; )&lt;br /&gt;
**List of flags:&lt;br /&gt;
***&#039;&#039;&amp;quot;support allowed&amp;quot;&#039;&#039;&lt;br /&gt;
****When a ship with this IFF is disabled and in a wing, it can call for support (normal behaviour for a disabled ship in a wing is to self-destruct)&lt;br /&gt;
***&#039;&#039;&amp;quot;exempt from all teams at war&amp;quot;&#039;&#039;&lt;br /&gt;
****As the name says, when the &amp;quot;All Teams at War&amp;quot; flag is set for a mission, ships belonging to this iff will follow normal rules when choosing targets&lt;br /&gt;
***&#039;&#039;&amp;quot;orders hidden&amp;quot;&#039;&#039;&lt;br /&gt;
****The HUD will not show a targeted ship&#039;s orders&lt;br /&gt;
***&#039;&#039;&amp;quot;orders shown&amp;quot;&#039;&#039;&lt;br /&gt;
****The HUD will show a targeted ship&#039;s orders (enabled by default for all friendly IFFs)&lt;br /&gt;
***&#039;&#039;&amp;quot;wing name hidden&amp;quot;&#039;&#039;&lt;br /&gt;
****The HUD will not show a targeted ship&#039;s name if it is in a wing}}&lt;br /&gt;
&lt;br /&gt;
===$Default Ship Flags:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ships belonging to a particular IFF can have a default set of flags when created in FRED.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039; ), names of the flags&lt;br /&gt;
**Example: ( &amp;quot;cargo-known&amp;quot; )&lt;br /&gt;
**List of possible ship flags:&lt;br /&gt;
***&#039;&#039;&amp;quot;cargo-known&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;ignore-count&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;protect-ship&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;reinforcement&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;no-shields&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;escort&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;player-start&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;no-arrival-music&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;no-arrival-warp&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;no-departure-warp&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;locked&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;invulnerable&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;hidden-from-sensors&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;scannable&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;kamikaze&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;no-dynamic&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;red-alert-carry&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;beam-protect-ship&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;guardian&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;special-warp&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;vaporize&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;stealth&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;friendly-stealth-invisible&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;don&#039;t-collide-invisible&amp;quot;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Ship Flags2:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ships belonging to a particular IFF can have a default set of flags when created in FRED.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039; ), names of the flags&lt;br /&gt;
**Example: ( &amp;quot;cargo-known&amp;quot; )&lt;br /&gt;
**List of possible ship flags:&lt;br /&gt;
***&#039;&#039;&amp;quot;primitive-sensors&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;no-subspace-drive&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;nav-carry-status&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;no-bank&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;affected-by-gravity&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;toggle-subsystem-scanning&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;targetable-as-bomb&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;no-builtin-messages&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;primaries-locked&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;secondaries-locked&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;no-death-scream&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;always-death-scream&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;nav-needslink&amp;quot;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#IFFs&lt;br /&gt;
   &lt;br /&gt;
;; Every iff_defs.tbl must contain a Traitor entry.  Traitors attack	&lt;br /&gt;
;; one another (required by the dogfighting code) but it is up to you	&lt;br /&gt;
;; to decide who attacks the traitor or whom else the traitor attacks.	&lt;br /&gt;
$Traitor IFF: Traitor&lt;br /&gt;
   &lt;br /&gt;
;------------------------												&lt;br /&gt;
; Friendly																&lt;br /&gt;
;------------------------												&lt;br /&gt;
$IFF Name: Friendly														&lt;br /&gt;
$Color: ( 0, 255, 0 )													&lt;br /&gt;
$Attacks: ( &amp;quot;Hostile&amp;quot; &amp;quot;Neutral&amp;quot; &amp;quot;Traitor&amp;quot; )						&lt;br /&gt;
$Flags: ( &amp;quot;support allowed&amp;quot; )											&lt;br /&gt;
$Default Ship Flags: ( &amp;quot;cargo-known&amp;quot; )								&lt;br /&gt;
   	&lt;br /&gt;
;------------------------												&lt;br /&gt;
; Hostile																&lt;br /&gt;
;------------------------												&lt;br /&gt;
$IFF Name: Hostile													&lt;br /&gt;
$Color: ( 255, 0, 0 )													&lt;br /&gt;
$Attacks: ( &amp;quot;Friendly&amp;quot; &amp;quot;Neutral&amp;quot; &amp;quot;Traitor&amp;quot; )						&lt;br /&gt;
+Sees Friendly As: ( 255, 0, 0 )										&lt;br /&gt;
+Sees Hostile As: ( 0, 255, 0 )&lt;br /&gt;
&lt;br /&gt;
;------------------------												&lt;br /&gt;
; Neutral																&lt;br /&gt;
;------------------------												&lt;br /&gt;
$IFF Name: Neutral														&lt;br /&gt;
$Color: ( 255, 0, 0 )													&lt;br /&gt;
$Attacks: ( &amp;quot;Friendly&amp;quot; &amp;quot;Traitor&amp;quot; )									&lt;br /&gt;
+Sees Friendly As: ( 255, 0, 0 )										&lt;br /&gt;
+Sees Hostile As: ( 0, 255, 0 )											&lt;br /&gt;
+Sees Neutral As: ( 0, 255, 0 )											&lt;br /&gt;
  	&lt;br /&gt;
;------------------------												&lt;br /&gt;
; Unknown																&lt;br /&gt;
;------------------------												&lt;br /&gt;
$IFF Name: Unknown														&lt;br /&gt;
$Color: ( 255, 0, 255 )													&lt;br /&gt;
$Attacks: ( &amp;quot;Hostile&amp;quot; )												&lt;br /&gt;
+Sees Neutral As: ( 0, 255, 0 )											&lt;br /&gt;
+Sees Traitor As: ( 0, 255, 0 )											&lt;br /&gt;
$Flags: ( &amp;quot;exempt from all teams at war&amp;quot; )							&lt;br /&gt;
&lt;br /&gt;
;------------------------												&lt;br /&gt;
; Traitor																&lt;br /&gt;
;------------------------												&lt;br /&gt;
$IFF Name: Traitor														&lt;br /&gt;
$Color: ( 255, 0, 0 )													&lt;br /&gt;
$Attacks: ( &amp;quot;Friendly&amp;quot; &amp;quot;Hostile&amp;quot; &amp;quot;Neutral&amp;quot; &amp;quot;Traitor&amp;quot; )			&lt;br /&gt;
+Sees Friendly As: ( 255, 0, 0 )										&lt;br /&gt;
 	&lt;br /&gt;
#End	&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=62130</id>
		<title>Hud gauges.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=62130"/>
		<updated>2020-10-13T04:48:31Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: Got rid of spacing below {{SCP_table}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP table}}&lt;br /&gt;
{{TableVersionGit|2016-09-14|f9bc01c}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;hud_gauges.tbl&#039;&#039;&#039; is used for modifying the elements of the HUD. Not all gauges can be modified. However, custom gauges may be added to mimic their behavior (such as the wingman status display).&lt;br /&gt;
&lt;br /&gt;
HUD Elements in FS2 are called Gauges, and each gauge has various options to customize appearance and, in some cases, their behavior as well.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-hdg.tbm&lt;br /&gt;
&lt;br /&gt;
==HUD Configurations==&lt;br /&gt;
The following entries are used on the HUD system, but have not been grouped with any particular gauge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Load Retail Configuration:===&lt;br /&gt;
Optional. If yes, any gauge missing from the HUD gauge definitions below will be loaded using the retail defaults.&lt;br /&gt;
&lt;br /&gt;
If no, any missing (default) gauge will prompt an error.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Color:===&lt;br /&gt;
Optional. Sets the default HUD color for all gauges.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; Red, &#039;&#039;&#039;Integer&#039;&#039;&#039; Green, &#039;&#039;&#039;Integer&#039;&#039;&#039; Blue)&lt;br /&gt;
*Valid Values: all values from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Font:===&lt;br /&gt;
Optional. Sets the font type to use for the HUD. This can either be a string or a number. A string references a font with a specific name while a number references a font with a specific index in the fonts table. The number option is deprecated and is only there for backwards-compatibility. Use the name if possible.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;Integer&#039;&#039;&#039; font index number&lt;br /&gt;
*Valid Values: Any name or font index as defined in [[Fonts.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chase View Only:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
Optional. Sets gauges to be displayed only in Chase View.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Directives:===&lt;br /&gt;
Optional. Sets the default maximum number of directives displayed simultaneously.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; maximum number of directives&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
*Default Value: &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Escort Ships:===&lt;br /&gt;
Optional. Sets the default maximum number of escort ships to be shown in the escort list.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
{{Warning|&lt;br /&gt;
Entries more than 16 will cause the list to overflow into the weapons list for resolutions lower than 1024x768.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length Unit Multiplier:===&lt;br /&gt;
Optional. Sets the multiplier to applied to the reported distances. For example, if the multiplier is 0.5, then the distance reported to the player will (or at least should) be 0.5 x actual distance.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Speed Unit Multiplier:===&lt;br /&gt;
Optional. Analogous to [[Hud_gauges.tbl#$Length Unit Multiplier:|$Length Unit Multiplier]], this sets the multiplier to be applied to all speeds reported to the player. For example, if the multiplier is 0.5, the the speed reported to the player will (or at least should) be 0.5 x actual speed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
*Default Values:&lt;br /&gt;
:&#039;&#039;&#039;The value used in $Length Unit Multiplier&#039;&#039;&#039;, or&lt;br /&gt;
:&#039;&#039;&#039;1&#039;&#039;&#039;, if $Length Unit Multiplier is undefined&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Wireframe Targetbox:===&lt;br /&gt;
Optional. Defines the default draw method for the target viewer (a.k.a. targetbox).&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; Draw method ID&lt;br /&gt;
*Valid Values:&lt;br /&gt;
::&#039;&#039;&#039;0&#039;&#039;&#039; - Standard with full, bright lighting&lt;br /&gt;
::&#039;&#039;&#039;1&#039;&#039;&#039; - Wireframe&lt;br /&gt;
::&#039;&#039;&#039;2&#039;&#039;&#039; - Standard with proper lighting (i.e. lit the same as the actual target)&lt;br /&gt;
{{Table3615|&lt;br /&gt;
::&#039;&#039;&#039;3&#039;&#039;&#039; - Untextured with full bright lighting (i.e. drawn with a single flat color)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Targetbox Shader Effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Optional. If set, defines a unique ID for a shader effect to be used when rendering a ship for the targeting box. The ID will be passed to the main shader as in [[Post_processing.tbl##Ship_Effects|#Ship_Effects]], but a table entry for the effect is not needed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lock Wireframe Mode:===&lt;br /&gt;
Optional. If set, prevents targetbox draw method from being changed during the gaming session.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scale Gauges:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Optional. If set, all gauges will use this value as the default for scaling individual gauge sizes (i.e. doesn&#039;t affect gauges that use Position:, and doesn&#039;t affect the values of Offset:.  In addition, if &amp;quot;$Load Retail Configuration:&amp;quot; is true then all unspecified retail gauges will use this value.&lt;br /&gt;
&lt;br /&gt;
If not set, defaults to yes. &lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Force Scaling Above:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. If gauge scaling is disabled, then gauges will be scaled as though the base resolution were this resolution or the real base resolution, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Use this to disable scaling at lower resolutions while preventing gauges from getting too small at higher resolutions.&lt;br /&gt;
&lt;br /&gt;
To disable this feature, use &#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Reticle Style:===&lt;br /&gt;
Optional. Defines which aiming reticle to use.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: &lt;br /&gt;
:&#039;&#039;&#039;FS1&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1_fs1.ani&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;FS2&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1.ani&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==#Gauge Config==&lt;br /&gt;
The following entries define default gauge appearance and behavior. Each gauge has the option of overriding these options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship:===&lt;br /&gt;
Deprecated and superceded by $Ships in FSO revision 9208. If defined, the following config data will only be used if the player ship is of the supplied ship class. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.&lt;br /&gt;
&lt;br /&gt;
If not defined, all following config data will be applied to all ships.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, ship class name&lt;br /&gt;
&lt;br /&gt;
===$Ships:===&lt;br /&gt;
Optional. Can be used to define a list of ships the hud definition that follows will be applied to. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.&lt;br /&gt;
&lt;br /&gt;
If not defined, all following config data will be applied to all ships.&lt;br /&gt;
&lt;br /&gt;
*`Syntax: &#039;&#039;&#039;( &amp;quot;Class name 1&amp;quot; &amp;quot;Class name 2&amp;quot; )&#039;&#039;&#039;, ship class names formatted like a flag list.&lt;br /&gt;
&lt;br /&gt;
====$Load Retail Configuration:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Load Retail Configuration: 1|$Load Retail Configuration]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Color:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Color: 1|$Color]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Font:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Font: 1|$Font]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Chase View Only:====&lt;br /&gt;
{{Table381|&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Chase View Only: 1|$Chase View Only]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Chase View Only: 1|$Chase View Only]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base:===&lt;br /&gt;
Required. Defines the base resolution for this HUD configuration, upon which other gauge options (such as [[Hud_gauges.tbl#Position:|Position:]] / [[Hud_gauges.tbl#Origin:|Origin:]] / [[Hud_gauges.tbl#Offset:|Offset:]]) will use as its coordinate system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scale Gauges:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Optional. If set, will configure gauges Scaling behaviour for gauges in this #Gauge Config section. i.e. overriding the default, or the value specified at the top of the file.  Individual gauges can override this setting.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Force Scaling Above:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. If gauge scaling is disabled, then gauges will be scaled as though the base resolution were this resolution or the real base resolution, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Use this to disable scaling at lower resolutions while preventing gauges from getting too small at higher resolutions.&lt;br /&gt;
&lt;br /&gt;
To disable this feature, use &#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Required Aspect:===&lt;br /&gt;
Optional. If set, this configuration will only be loaded for the specified aspect ratios.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values:&lt;br /&gt;
:&amp;quot;Full Screen&amp;quot; (4:3, aspect ratio &amp;lt; 1.5)&lt;br /&gt;
:&amp;quot;Wide Screen&amp;quot; (16:9, 16:10, or similar, aspect ratio &amp;gt;= 1.5)&lt;br /&gt;
&lt;br /&gt;
===$Min:===&lt;br /&gt;
Optional. Minimum resolution for this config. Any resolution lower than specified will not use this configuration.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
===$Max:===&lt;br /&gt;
Optional. Maximum resolution for this config.  Any resolution higher than specified will not use this configuration.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
===$Gauges:===&lt;br /&gt;
Following entries define gauge-specific behavior. For the most part, each gauge has its own overrides that, if not defined, would otherwise use the global values.&lt;br /&gt;
&lt;br /&gt;
Since many gauges have the same configuration options, each gauge entry has a list of valid sub-entries. Unless stated otherwise, these options must be defined in the same order as they are shown, starting from the top and ending at the bottom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Custom:====&lt;br /&gt;
Adds a custom gauge type.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Name:|Name:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Text:|Text:]]&lt;br /&gt;
:[[Hud_gauges.tbl#X Offset:|X Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Y Offset:|Y Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Gauge Type:|Gauge Type:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Active by default:|Active by default:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
&lt;br /&gt;
{{table381|&lt;br /&gt;
====+Scripted Gauge:====&lt;br /&gt;
Adds a scripted gauge type.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Name:|Name:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Messages:==== &lt;br /&gt;
Adds a gauge that display mission messages.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Lines:|Max Lines:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Width:|Max Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Line Height:|Line Height]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Total Lifetime:|Total Lifetime:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Scroll Time:|Scroll Time]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Step Size:|Step Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hidden By Comms Menu:|Hidden By Comms Menu:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Training Messages:==== &lt;br /&gt;
Adds a text box, like the ones seen in the FS1 and FS2 training missions.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Support:====&lt;br /&gt;
Adds a text box that shows the Support ship&#039;s status and ETA&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Y-offset:|Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Status X-offset:|Dock Status X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Time X-offset:|Dock Time X-offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Damage:==== &lt;br /&gt;
Adds a gauge that shows how much damage a target (or the player?) has.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Integrity Offsets:|Hull Integrity Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Integrity Value X-offset:|Hull Integrity Value X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Entry Height:|Subsystem Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem List Start Offsets:|Subsystem List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Entry Value X-offset:|Subsystem Entry Value X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Wingman Status:==== &lt;br /&gt;
Adds a gauge that monitors the status of your wing and squadron.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Left Background Filename:|Left Background Filename:]] (Optional) (needs an animation with one frame)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional) (needs an animation with one frame)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional) (needs an animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Right Background Filename:|Right Background Filename:]] (Optional) (needs an animation with one frame)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional) (needs an animation with one frame)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional) (needs an animation with two frames, 1st is for alive wingmen, 2nd is for dead or missing wingmen)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
{{table373|&lt;br /&gt;
[[Hud_gauges.tbl#Fixed Header Position:|Fixed Header Position:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Left Background Width:|Left Background Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Size:|First Background Size:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Width:|Entry Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Size:|Entry Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Right Background Offset:|Right Background Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Offset:|Last Background Offset:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Single Wing Offsets:|Single Wing Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Multiple Wing Start Offsets:|Multiple Wing Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Wing Name Offsets:|Wing Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Offsets:|Dot Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Expansion Mode:|Expansion Mode:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Auto Speed:==== &lt;br /&gt;
Adds the Auto-Speed mode gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (needs animation with 4 frames, 3rd is without auto-match-speed enabled, 4th is with... and frames 0 &amp;amp; 1 are not used, done this way because retail fs2 uses the same animation file for the auto speed &amp;amp; auto targeting gauges)&lt;br /&gt;
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Auto Target:==== &lt;br /&gt;
Adds the Auto-target mode gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (needs animation with 2 frames, 1st is without auto-targeting enabled, 2nd is with)&lt;br /&gt;
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Target Offsets:|Target Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Countermeasures:==== &lt;br /&gt;
Adds a gauge that monitors the amount of remaining countermeasures the player&#039;s ship currently has.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (needs an animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Talking Head:==== &lt;br /&gt;
Adds a video window to display pilot message videos (a.k.a talking heads).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Offsets:|Animation Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Background Size:|Animation Background Size:]] (Deprecated)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Size:|Animation Size:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Directives:==== &lt;br /&gt;
Adds a gauge that displays all currently active directives (includes current , completed, and failed)&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional) (needs animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional) (needs animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional) (needs animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Line Width:|Max Line Width:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Weapons:==== &lt;br /&gt;
Adds a weapon status and ammunition gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Top Background Filename:|Primary List Top Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Middle Background Filename:|Primary List Middle Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Bottom Background Filename:|Primary List Bottom Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Top Background Filename:|Secondary List Top Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Entry Background Filename:|Secondary List Entry Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Bottom Background Filename:|Secondary List Bottom Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Offsets:|Alt Ballistic Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Primary Background X-offset:|Top Primary BackgroundX-offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text X-offset:|Text X-offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Primary Frame Height:|Top Primary Frame Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Secondary Frame Height:|Top Secondary Frame Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Start Y-offset:|Primary List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Start Y-offset:|Secondary List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Ammo X-offset:|Primary Weapon Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Link X-offset:|Primary Weapon Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Name X-offset:|Primary Weapon Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Ammo X-offset:|Secondary Weapon Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Linked X-offset:|Secondary Weapon Linked X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Name X-offset:|Secondary Weapon Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Reload X-offset:|Secondary Weapon Reload X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Entry Height:|Primary Weapon Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Entry Height:|Secondary Weapon Entry Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Objective notify:====&lt;br /&gt;
Adds a Objective notifier gauge. This gauge alerts the player when receiving a new objective, or when an objective has been completed or failed. Additionally, this gauge alerts the player when entering subspace, and when a Red Alert mission orders are being received (prior to a forced subspace jump).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Objective Text Y-offset:|Objective Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Objective Value Y-offset:|Objective Value Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subspace Text Y-offset:|Subspace Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subspace Value Y-offset:|Subspace Value Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Red Alert Text Y-offset:|Red Alert Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Red Alert Value Y-offset:|Red Alert Value Y-offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Squad Message====&lt;br /&gt;
Adds the squad message gauge. In FS1 and FS2, this gauge is used to send commands to your squad. (?)&lt;br /&gt;
&lt;br /&gt;
*Valid sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]  (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset|Bottom Background Offset]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Command X-offset:|Command X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Page Up Offsets:|Page Up Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Page Down Offsets:|Page Down Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Lag:==== &lt;br /&gt;
Adds a Lag gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Mini Target Shields:====&lt;br /&gt;
Adds a mini Target shields gauge. In FS1 and FS2, the Mini Target Shield gauge is the one right below the center reticle, and shows the hull damage in %&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (animation needs 8 frames; 0-&amp;gt;3 are the top, right, bottom &amp;amp; left shield quads; 4-&amp;gt;7 are the same except brighter for when the quad is flashing from being hit)&lt;br /&gt;
:[[Hud_gauges.tbl#3 Digit Hull Offsets:|3 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#2 Digit Hull Offsets:|2 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#1 Digit Hull Offsets:|1 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Player Shields:==== &lt;br /&gt;
Adds a gauge that shows the shield and hull status icon of the player&#039;s craft or ship.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Shields:====&lt;br /&gt;
Adds a gauge that shows the shield and hull status icon of the targeted craft or ship.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Escort View:====&lt;br /&gt;
Adds an escort monitor/view gauge. This gauge monitors the status of all ships assigned to the player to escort.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Stagger Width:|Entry Stagger Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull X-offset:|Hull X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Status X-offset:|Status X-offset]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Ship Name Max Width:|Ship Name Max Width:]] (Optional)}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Right-Align Ship Names:|Right-Align Ship Names:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Mission Time:==== &lt;br /&gt;
Adds a gauge that displays the current mission time.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+ETS Retail:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Draws the three other ETS gauges as a single gauge.  Will automatically rearrange itself (like retail) if shields or other systems are missing.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Gauge Offset:|Gauge Offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+ETS Weapons:====&lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the energy weapons.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====+ETS Engines:==== &lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the afterburner/engines.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====+ETS Shields:==== &lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the shields.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Monitor:==== &lt;br /&gt;
Adds a target monitor gauge that shows the targeted ship&#039;s relative orientation and hull strength, among other things.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Monitor Filename:|Monitor Filename:]] (Optional) (needs animation with 2 frames, 1st is the background for the target, 2nd is the border; rendered last)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Monitor Alpha Mask Filename:|Monitor Alpha Mask Filename:]] (Optional) (needs animation with a single frame)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Filename:|Integrity Bar Filename:]] (Optional) (needs animation with 2 frames, 1st is a zero/dark filled bar, 2nd is a max/bright filled bar)&lt;br /&gt;
:[[Hud_gauges.tbl#Viewport Offsets:|Viewport Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Viewport Size:|Viewport Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Offsets:|Integrity Bar Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Foreground Clip Height:|Integrity Bar Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Status Offsets:|Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Class Offsets:|Class Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Distance Offsets:|Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Offsets:|Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Contents Offsets:|Cargo Contents Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Scan Start Offsets:|Cargo Scan Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Scan Size:|Cargo Scan Size:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Name Offsets:|Subsystem Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Integrity Offsets:|Subsystem Integrity Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Disabled Status Offsets:|Disabled Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Desaturate:|Desaturate:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Extra Target Data:====&lt;br /&gt;
Adds a gauge that displays &amp;quot;extra&amp;quot; target data, such as its current orders and docking status.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs an animation with 1 frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Bracket Offsets:|Bracket Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Offsets:|Dock Offsets:]] (Optional)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Max Width:|Dock Max Width:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Order Offsets:|Order Offsets:]] (Optional)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Order Max Width:|Order Max Width:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Time Offsets:|Time Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar:====&lt;br /&gt;
Adds a standard radar gauge&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs animation with 2 frames, only the 2nd frame is used)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Center Offsets:|Radar Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Size:|Radar Size:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar Orb:====&lt;br /&gt;
Adds a 3D orb radar gauge&lt;br /&gt;
 &lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs animation with 2 frames, only the 2nd frame is used) &lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Center Offsets:|Radar Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Size:|Radar Size:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar BSG:==== &lt;br /&gt;
Adds a BSG style radar (a.k.a DRADIS).&lt;br /&gt;
&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#XY Disc Filename:|XY Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#XZ YZ Disc Filename:|XZ YZ Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Sweep Disc Filename:|Sweep Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Default Contact Filename:|Default Contact Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Unknown Contact Filename:|Unknown Contact Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]]&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]]&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Loop Volume:|Loop Volume:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Minimum Beep Delay:|Minimum Beep Delay]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Afterburner Energy:====&lt;br /&gt;
Adds a gauge that shows the remaining afterburner energy. Note that it only supports a vertical fill.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs animation with 2 frames, the 1st is the bar lit for zero energy, the 2nd is the bar lit for max energy)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Weapon Energy:====&lt;br /&gt;
Adds a gauge that shows the remaining weapon energy. Note that it only supports a vertical fill. &lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs an animation with 4 frames, the 3rd is the bar lit for zero energy, the 2nd is the bar lit for max energy, frames 1 &amp;amp; 2 are not used)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Text Alignment:|Text Alignment:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Always Show Text:|Always Show Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Follows:|Text Follows:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Ballistic Ammo:|Show Ballistic Ammo:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Offsets:|Armed Guns List Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Alignment:|Armed Guns List Alignment:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Entry Height:|Armed Guns List Entry Height:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Text Warnings:==== &lt;br /&gt;
Adds a gauge that warns the player (current warnings are EMP, Launch, Evaded, Collision, Blast &amp;amp; Engine Wash).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Center Reticle:==== &lt;br /&gt;
Adds a &amp;quot;custom&amp;quot; center reticle.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint display:|Firepoint display:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint size:|Firepoint size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint X coordinate multiplier:|Firepoint X coordinate multiplier:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint Y coordinate multiplier:|Firepoint Y coordinate multiplier:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Throttle:====&lt;br /&gt;
Adds a gauge that shows the current throttle position.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Bottom Y-offset:|Foreground Clip Bottom Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Width:|Foreground Clip Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Afterburner Clip Height:|Afterburner Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Background:|Show Background:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Speed Label Offsets:|Max Speed Label Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Show Max Speed Label:|Show Max Speed Label:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Min Speed Label Offsets:|Min Speed Label Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Show Min Speed Label:|Show Min Speed Label:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Orbit Center Offsets:|Orbit Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Orbit Radius:|Orbit Radius:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Current Speed Offsets:|Current Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Target Speed Offsets:|Target Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Percentage:|Show Percentage:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Glide Status Offsets:|Glide Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Match Speed Status Offsets:|Match Speed Status Offsets:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Threat Indicator:==== &lt;br /&gt;
Adds a gauge that indicates when a lock-on has been achieved by an attacker, and if the player is being shot at.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dumbfire Filename:|Dumbfire Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dumbfire Offsets:|Dumbfire Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Offsets:|Lock Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Multiplayer Messages:====&lt;br /&gt;
Adds a gauge that displays the multiplayer messages.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Voice Status:====&lt;br /&gt;
Adds a gauge that displays the voice status.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Ping:====&lt;br /&gt;
Adds a gauge that the ping time to the multiplayer server.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Supernova:====&lt;br /&gt;
Adds a gauge that warns the player of an impending supernova shock wave.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lock Indicator:====&lt;br /&gt;
Adds a Lock Indicator gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Locked Filename:|Locked Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Center Offsets:|Lock Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Locked Center Offsets:|Locked Center Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Offscreen Indicator:====&lt;br /&gt;
Adds an Offscreen Indicator.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Brackets:====&lt;br /&gt;
Adds a Target Bracket gauge. This is drawn around current target(s) and talkers.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Hostile Triangle:====&lt;br /&gt;
Adds a gauge that points to the nearest attacker, if it is off-screen and is not currently targeted.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Triangle:====&lt;br /&gt;
Adds a gauge that points to the targeted craft, if it is currently off-screen.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Missile Triangles:====&lt;br /&gt;
Adds a gauge that is used during attempting to lock onto a target when using an aspect seeking missile.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lead Indicator:====&lt;br /&gt;
Adds a gauge that leads (is in front) of the target.  Aim your crosshairs at this indicator to increase probability of hitting the target.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
::Frame #0: Secondaries lead indicator (Dumbfire)&lt;br /&gt;
::Frame #1: Secondaries lead indicator (Homing)&lt;br /&gt;
::Frame #2: Primaries lead indicator&lt;br /&gt;
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Orientation Tee:====&lt;br /&gt;
Adds a gauge that indicates the targeted craft&#039;s orientation in relation to the player&#039;s craft.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lead Sight:====&lt;br /&gt;
Adds a gauge that lags (is behind) the target.  Indicates where your shots will end up relative to the target&#039;s position.  To score a hit, this gauge should be over the target.  Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
::Frame #0 is used for secondaries&lt;br /&gt;
::* If only one frame is found in the file, then it is used for primaries instead&lt;br /&gt;
::Frame #1 is used for primaries&lt;br /&gt;
&lt;br /&gt;
====+Kills:====&lt;br /&gt;
Adds a gauge that keeps track of how many kills the player has scored during a mission.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Weapon Linking:====&lt;br /&gt;
Adds a gauge that indicates the selected weapons and their firing rates.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Primary Filename:|Single Primary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Primary Filename:|Double Primary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Secondary Filename:|Single Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Secondary Filename:|Double Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triple Secondary Filename:|Triple Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Primary Offsets:|Single Primary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Primary Offsets:|Double Primary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Secondary Offsets:|Single Secondary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Secondary Offsets:|Double Secondary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triple Secondary Offsets:|Triple Secondary Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Fixed Messages:====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table375|&lt;br /&gt;
:[[Hud_gauges.tbl#Center Text On Gauge X-Position:|Center Text On Gauge X-Position:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Flight Path Marker:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Adds a gauge that indicates the direction where your ship is traveling. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Warhead Count:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Displays the name of the current secondary weapon. Tallies the ammo left. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs an animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Count Offsets:|Count Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Icon Width:|Icon Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Icon Height:|Icon Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Icons:|Max Icons:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Columns:|Max Columns:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Alignment:|Name Alignment:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Hardpoints:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Draws a silhouette of the player&#039;s ship and mounted weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Line Width:|Line Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#View Direction:|View Direction:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Primary Weapons:|Show Primary Weapons:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Secondary Weapons:|Show Secondary Weapons:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Primary Weapons:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Like the Weapons gauge but simpler. Only displays primary weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Secondary Weapons:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Like the Weapons gauge but simpler. Only displays secondary weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Unlink X-offset:|Unlink X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Reload X-offset:|Reload X-offset:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$End Gauges===&lt;br /&gt;
The Gauges section must end with $End Gauges. No Exceptions.&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
The very last entry in the Hud_gauges.tbl must be #End. No Exceptions.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Gauge Configuration Options==&lt;br /&gt;
Since a vast majority of gauges share the same entries, the configuration options for each gauge have been grouped here for formatting consistency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Position:====&lt;br /&gt;
Defines the screen coordinates for the upper left corner of this gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal pixel, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical pixel position&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]] (and many others)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scale Gauge:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define if a gauge size will scale or not. &lt;br /&gt;
&lt;br /&gt;
If false then gauge bitmaps will always show at their original size which may result in gauges being very small at high resolutions.&lt;br /&gt;
&lt;br /&gt;
If true then gauge bitmaps will scale in proportion to the current resolution vs the base HUD resolution in use. This may result in gauges becoming blurry at non-base resolutions.&lt;br /&gt;
&lt;br /&gt;
Defaults to yes/true.&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039; scale_this_gauge&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Force Scaling Above:====&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. If scaling is disabled for this gauge, then it will be scaled as though the base resolution were this resolution or the real base resolution, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Use this to disable scaling at lower resolutions while preventing gauges from getting too small at higher resolutions.&lt;br /&gt;
&lt;br /&gt;
To disable this feature, use &#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Origin:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define gauge position as a ratio of the screen size (base or current, it doesn&#039;t matter).&lt;br /&gt;
&lt;br /&gt;
Requires [[Hud_gauges.tbl#Offset:|Offset:]]&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039; horizontal ratio 0.0 - 1.0, &#039;&#039;&#039;Float&#039;&#039;&#039; vertical ratio 0.0 - 1.0&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Offset:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define gauge offset from [[Hud_gauges.tbl#Origin:|Origin:]] in base resolution pixels &lt;br /&gt;
&lt;br /&gt;
Requires [[Hud_gauges.tbl#Origin:|Origin:]]&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal pixel offset from Origin:, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical pixel offset from Origin:&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Cockpit Target:====&lt;br /&gt;
The cockpit display that this gauge will be rendered to. Refers to the +Display Name: defined in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]].&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; String defined in +Display Name: in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]]&lt;br /&gt;
&lt;br /&gt;
=====Canvas Size:=====&lt;br /&gt;
The off-screen canvas this gauge will be rendered to before being interpolated into the actual cockpit display.  The smaller this number is, the larger the gauge will appear on the cockpit display.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
=====Display Offset:=====&lt;br /&gt;
The position of the canvas on the cockpit display texture&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
=====Display Size:=====&lt;br /&gt;
The interpolated size on the cockpit display texture that the canvas will be rendered to.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
====Color:====&lt;br /&gt;
Optional. Overrides both previous color settings ([[Hud_gauges.tbl#$Color: 1|$Color]] HUD option and [[Hud_gauges#$Color: 2|$Color]] ship class option) for this particular gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Font:====&lt;br /&gt;
Optional. Overrides both previous font settings ([[Hud_gauges.tbl#$Font: 1|$Font]] HUD option and [[Hud_gauges#$Font: 2|$Font]] ship class option) for this particular gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name:====&lt;br /&gt;
Defines the name of this custom gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Max Length: 32 characters&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text:====&lt;br /&gt;
Default text to be displayed. Can be altered using the hud-set-message, hud-set-text and hud-set-directive sexps.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Max Length: 32 characters&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====X Offset:====&lt;br /&gt;
Optional. Defines the horizontal pixel offset (from the gauge&#039;s origin as defined by [[Hud_gauges.tbl#Position:|Position:]]) that the Text will be displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
====Y Offset:====&lt;br /&gt;
Optional. Defines the vertical pixel offset (from the gauge&#039;s origin defined by [[Hud_gauges.tbl#Position:|Position:]]) that the Text will be displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
====Gauge Type:====&lt;br /&gt;
Defines the type of gauge this is.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any one of the possible [[gauge types]].&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slew:====&lt;br /&gt;
Optional. Determines whether or not this gauge is affected by afterburner shaking or similar effects. If set to &amp;quot;true&amp;quot;, the gauge will &amp;lt;strong&amp;gt;not&amp;lt;/strong&amp;gt; follow the player&#039;s head movements when using TrackIR/padlock. i.e. should be used for gauges like the gunsight/leadsight.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
====Max Lines:====&lt;br /&gt;
Optional. Specifies the maximum number of message lines that are displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 3&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Max Width:====&lt;br /&gt;
Optional. Determines how long each message line may be.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Line Height:====&lt;br /&gt;
Optional. Determines the distance between line origins. (i.g. for a 12pt Font, there are needs to be at least 12 pixels between the bottom of one line and the next, otherwise the text will overlap each)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Default Value: 9&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
====Total Lifetime:====&lt;br /&gt;
Optional. Determines the maximum time the message gauge will be displayed from the time a new message is received.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: milliseconds&lt;br /&gt;
*Default Value: 14000 (14 seconds)&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scroll Time:====&lt;br /&gt;
Optional. Determines the time for the messages to scroll up one step.( See [[Hud_gauges.tbl#Step Size:|Step Size:]] )&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: milliseconds&lt;br /&gt;
*Default Value: 30&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Step Size:====&lt;br /&gt;
Optional. Determines how many pixels to shift message lines during scrolling. Messages will be shifted up by this amount until they are on the next line (as defined by [[Hud_gauges.tbl#Line Height:|Line Height:]])&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Default Value: 3&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Active by default:====&lt;br /&gt;
Optional. Determines whether or not this gauge is always active, or only available after being activated via sexp.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Filename:====&lt;br /&gt;
Designates the [[Multimedia_Files#ANI|.ANI]] or [[Multimedia_Files#EFF|.EFF]] used for this gauge&#039;s background graphic.&lt;br /&gt;
{{Note| All HUD .ANI&#039;s must have the same color palette as the retail .ANI&#039;s in order to render properly. (.EFF&#039;s do not have this restriction)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
**No filename extension is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
====Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the top background. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Bottom background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Left Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Left side of gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====First Background Filename:====&lt;br /&gt;
Optional. Alias for [[Hud_gauges.tbl#Left Background Filename:|Left Background Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Right Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Right side of the gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Last Background Filename:====&lt;br /&gt;
Optional. Alias for [[Hud_gauges.tbl#Right Background Filename:|Right Background Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the (Wing) Entry section of the gauge (aka the middle sections).&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]], [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Top Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Middle Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Middle Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Bottom Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Top Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Entry Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Entry Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Bottom Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alt Ballistic Filename:====&lt;br /&gt;
Optional. Designates an alternate file to be used for ballistic weapons.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#Primary List Top Background Filename:|Primary List Top Background Filename]], [[Hud_gauges.tbl#Primary List Middle Background Filename:|Primary List Middle Background Filename]], [[Hud_gauges.tbl#Primary List Bottom Background Filename:|Primary List Bottom Background Filename]], [[Hud_gauges.tbl#Secondary List Top Background Filename:|Secondary List Top Background Filename]], [[Hud_gauges.tbl#Secondary List Entry Background Filename:|Secondary List Entry Background Filename]], [[Hud_gauges.tbl#Secondary List Bottom Background Filename:|Secondary List Bottom Background Filename]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dot Filename:====&lt;br /&gt;
Optional. Designates which file to use for the wingman graphic (a.k.a. the Dot)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for headers of various gauges&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:Weapons:&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Offsets:|Alt Ballistic Offsets:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]], [[Hud_gauges.tbl#+Damage|+Damage:]],  [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fixed Header Position:====&lt;br /&gt;
Optional. If set, the header text will not change position when the gauge changes size.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text Y-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship Text. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text Offsets:====&lt;br /&gt;
Optional. Defines the screen position offsets for the text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Value Offsets:====&lt;br /&gt;
Optional. Defines the screen position offsets for the value label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Status X-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship&#039;s dock status. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Time X-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship&#039;s dock time. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Integrity Offsets:====&lt;br /&gt;
Optional. Designates the offsets from the gauge&#039;s upper left corner for the for the Damage gauge Hull integrity textbox(?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Integrity Value X-offset:====&lt;br /&gt;
Optional. Designates the offsets from the hull integrity textbox&#039;s upper left corner for the hull integrity value. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Background Height:====&lt;br /&gt;
Optional. Designates the height of the Top background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Left Background Width:====&lt;br /&gt;
Optional. Defines the width of the Left Background.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Width:====&lt;br /&gt;
Optional. Defines the width of the Entry Background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem Entry Height:====&lt;br /&gt;
Optional. Designates the height of the Subsystem entry (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem List Start Offsets:====&lt;br /&gt;
Optional. Designates the offsets from the gauge&#039;s upper left corner for the for the start of the Subsytem List (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem Entry Value X-offset:====&lt;br /&gt;
Optional. Designates the horizontal offset from the Subsystem List&#039;s position (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Single Wing Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for a single wing (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Multiple Wing Start Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for multiple wings (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Wing Name Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship header (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dot Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the All wingman status icons.&lt;br /&gt;
*Syntax:&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 1&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 2&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 3&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 4&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 5&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 6&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
{{Warning|&lt;br /&gt;
All 6 wingman positions must be defined}}&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
====Expansion Mode:====&lt;br /&gt;
Optional. Denotes which direction (in relation to the player&#039;s wing) that the other wings should be appended to the gauge&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values:&lt;br /&gt;
:*Right    ;; Wings are added to the right of the previous wing&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
====Auto Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Auto&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]], [[Hud_gagues.tbl#+Auto Target:|+Auto Target:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Speed Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Speed&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Target Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Target&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Auto Target:|+Auto Target:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Offsets:====&lt;br /&gt;
Optional. Defines the offsets for the animation graphics.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Background Size:====&lt;br /&gt;
Deprecated. Originally, this set the size of the black box that&#039;s drawn behind the animation. Since Git revision 556e9a4 (2015-11-01), it has the same effect as [[Hud_gauges.tbl#Animation Size:|Animation Size:]].&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal size, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical size&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Size:====&lt;br /&gt;
{{table373|&lt;br /&gt;
Optional. Defines the size of the animation. All animations will be scaled to match this size.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal size, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical size&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====List Start Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinate offsets for the start of the Directives list.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Height:====&lt;br /&gt;
Optional. Defines the height of each Directive&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alt Ballistic Offsets:====&lt;br /&gt;
Opetional. Defines the screen coordinate offsets for headers of ballistic weapons&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Header Offset:|+Header Offset:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Primary Background X-offset:====&lt;br /&gt;
Optional. Defines the screen coordinate offset for the Top Primary Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text X-offset:====&lt;br /&gt;
(Optional) Defines the screen coordinate X-offset for weapon labels&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alt Ballistic X-offset:====&lt;br /&gt;
Optional. Defines the screen coordinate X-offset for ballistic weapons&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#Top Primary Background X-offset:|Top Primary Background X-offset:]], [[Hud_gauges.tbl#Text X-offset:|Text X-offset:]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Primary Frame Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Secondary Frame Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Start Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Start Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Ammo X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Link X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Ammo X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Linked X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Reload X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
====3 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 3 digit range (i.e. &amp;gt;= 100%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====2 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 2 digit range (i.e. 100% &amp;gt; hull damage%  &amp;gt;= 10%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====1 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 1 digit range (i.e. 10% &amp;gt; hull damage%  &amp;gt;= 0%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
====Objective Text Y-offset:====&lt;br /&gt;
Designates the screen position offset for the Objective label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Objective Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Objective value&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subspace Text Y-offset:====&lt;br /&gt;
Designates the screen position offset for the Subspace label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subspace Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Subspace value (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Red Alert Text Y-offset====&lt;br /&gt;
Designates the screen position offset for the Red Alert label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Red Alert Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Red Alert value (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Command X-offset:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
====Page Up Offsets:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
====Page Down Offsets:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039; Integer y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Stagger Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Text:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====List Start Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Status X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ship Name Max Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Right-Align Ship Names:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Height:====&lt;br /&gt;
&lt;br /&gt;
* Sets the height, in pixels, of the gauge.&lt;br /&gt;
** For the [[Hud_gauges.tbl#+Throttle|Throttle]], sets the height of the gauge that represents 0% to 100% throttle.  The total height of the gauge is the sum of this value and the [[Hud_gauges.tbl#Afterburner Clip Height:|Afterburner Clip Height]] value.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]], [[Hud_gauges.tbl#+ETS Weapons:|+ETS Weapons]], [[Hud_gauges.tbl#+ETS Engines:|+ETS Engines]], [[Hud_gauges.tbl#+ETS Shields:|+ETS Shields]], [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor]], [[Hud_gauges.tbl#+Afterburner Energy|+Afterburner Energy]],  [[Hud_gauges.tbl#+Weapon Energy|+Weapon Energy]], [[Hud_gauges.tbl#+Throttle:|+Throttle]]&lt;br /&gt;
&lt;br /&gt;
====Letter Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bottom Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Gauge Offset:====&lt;br /&gt;
*Distance between the individual weapon/shield/engine ETS gauges that comprise this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Monitor Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Viewport Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Viewport Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Foreground Clip Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Status Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Class Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Speed Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Contents Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Scan Start Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Scan Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bracket Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Max Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Order Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Order Max Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Time Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Radar Center Offsets:====&lt;br /&gt;
Defines the radar&#039;s plot origin as an offset, in pixels, from this gauge&#039;s [[Hud_gauges.tbl#Position|Position]] coordinates&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
====Radar Size:====&lt;br /&gt;
Size, in pixels, of the radar plot area.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal size, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical size&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
====Infinity Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the infinity radar range symbol.&lt;br /&gt;
&lt;br /&gt;
====Long Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the long range radar text (i.e. 10k).&lt;br /&gt;
&lt;br /&gt;
====Short Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the short range radar text (i.e. 2k).&lt;br /&gt;
&lt;br /&gt;
====Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XY Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XZ YZ Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sweep Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Default Contact Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Unknown Contact Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Loop Volume:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Minimum Beep Delay:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint display:====&lt;br /&gt;
Displays the positions of the gun firepoints on your ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, YES or NO&lt;br /&gt;
&lt;br /&gt;
NOTE: The position of the firepoints is calculated from the Eye Point position in the POF. You may encounter weird results if you have no Eye Point defined, but no debug warnings will be raised.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
====Firepoint size:====&lt;br /&gt;
Diameter of the gunpoint circles.  &#039;&#039;&#039;Must be 4 or greater&#039;&#039;&#039; in order to work properly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint X coordinate multiplier:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint Y coordinate multiplier:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Bottom Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Afterburner Clip Height:====&lt;br /&gt;
* Sets the area of the throttle gauge that represents the Afterburner segment (which is on top of the 0% to 100% area).  The total height of the gauge is determined by the sum of this value and [[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
====Show Background:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Max Speed Label Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Min Speed Label Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Orbit Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Orbit Radius:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Arc Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with a least 2 frames (but only the 2nd frame is used ?!?!? for threat &amp;amp; weapon linking so far)&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Dumbfire Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with a least 2 frames. The 1st frame is &amp;quot;no warning&amp;quot;, the rest of the frames are cycled through when a warning is active.&lt;br /&gt;
&lt;br /&gt;
Internally FSO also refers to this as the &amp;quot;laser threat warning&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Lock Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with a least 2 frames. The 1st frame is &amp;quot;no warning&amp;quot;, the rest of the frames are cycled through when a warning is active. Frames cycle twice as fast when a lock has been acquired, compared to when a lock is being acquired.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Dumbfire Offsets:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lock Offsets:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lock Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Locked Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Lock Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Locked Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Radius:====&lt;br /&gt;
Defines the distance from the center of the screen to the base of the Hostile Triangle gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Triangle Base:====&lt;br /&gt;
Defines the width of the Hostile Triangle&#039;s base.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Triangle Height:====&lt;br /&gt;
Defines the height of the Hostile Triangle.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lead Indicator:|+Lead Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Single Primary Filename:====&lt;br /&gt;
Designates the file to use for primary linking for ships with a single primary bank.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 2 frames; 1st is bank 1 not selected (not that this should ever be able to happen), 2nd is bank 1 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Primary Filename:====&lt;br /&gt;
	&lt;br /&gt;
Designates the file to use for primary linking for ships with two primary banks.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 4 frames:&lt;br /&gt;
* Frame 0 is no banks selected&lt;br /&gt;
* Frame 1 is 1st bank selected&lt;br /&gt;
* Frame 2 is 2nd bank selected&lt;br /&gt;
* Frame 3 is both banks selected/linked&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Secondary Filename:====&lt;br /&gt;
&lt;br /&gt;
Designates the file to use for selected secondary bank for ships with a single secondary bank.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 2 frames; 1st is bank 1 not selected, 2nd is bank 1 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Secondary Filename:====&lt;br /&gt;
&lt;br /&gt;
Designates the file to use for selected secondary bank for ships with two secondary banks.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 3 frames; 1st is no banks selected, 2nd is bank 1 selected, 3rd is bank 2 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Triple Secondary Filename:====&lt;br /&gt;
&lt;br /&gt;
Designates the file to use for selected secondary bank for ships with two secondary banks.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 4 frames; 1st is no banks selected, 2nd is bank 1 selected, 3rd is bank 2 selected, 4th is bank 3 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Primary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Primary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Triple Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Hidden By Comms Menu:====&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Defines whether the messages gauge may be drawn at the same time as the wingman comms menu.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;false&#039;&#039;&#039; (messages are not visible while the comms menu is open)&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]}}&lt;br /&gt;
&lt;br /&gt;
====Bottom Background Offset:====&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Defines the vertical pixel offset added to the position of the bottom background frame.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]}}&lt;br /&gt;
&lt;br /&gt;
====Center Text On Gauge X-Position:====&lt;br /&gt;
{{Table375|&lt;br /&gt;
Sets whether to position the center of the text to the gauge&#039;s X-position.&lt;br /&gt;
*Syntax &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;false&#039;&#039;&#039; if the gauge is explicitly given a position, &#039;&#039;&#039;true&#039;&#039;&#039; otherwise&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Fixed Messages:|+Fixed Messages:]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Game_settings.tbl&amp;diff=62129</id>
		<title>Game settings.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Game_settings.tbl&amp;diff=62129"/>
		<updated>2020-10-13T04:47:59Z</updated>

		<summary type="html">&lt;p&gt;Androgeos Exeunt: Got rid of spacing below {{SCP_table}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2020-10-09|465af93dc}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;game_settings.tbl&#039;&#039;&#039;, also known as mod.tbl, defines options that can be changed globally.  All settings are optional.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-mod.tbm&lt;br /&gt;
&lt;br /&gt;
==#GAME SETTINGS==&lt;br /&gt;
Contains settings that affect how the engine works.&lt;br /&gt;
&lt;br /&gt;
===$Target Version:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Specifies the minimum version of FreeSpace Open that this mod supports. If the version specified here is greater than the version of the current build, an error message is displayed.&lt;br /&gt;
}}&lt;br /&gt;
{{Table381|&lt;br /&gt;
The $Minimum version option has been renamed to $Target Version. The old name is kept with the same functionality for backwards-compatibility.&lt;br /&gt;
&lt;br /&gt;
The target version specifies what version of the FSO engine this mod was created for. It will be used by the engine to enable or disable backwards-incompatible changes by default. The default value is 2.0 which specifies that the mod targets the retail engine version.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Major:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the major component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Minor:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the minor component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;7&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Build:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the build component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Revision:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Sets the revision component of the target version. If no revision is given then all builds of that release are supported (even nightly builds if there are any).&lt;br /&gt;
For nightly builds this is the date in YYYYMMDD format.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;20151121&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Window title:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Specifies the name of the FSO window when this mod is running. If blank or unspecified, the window will have the default title of &amp;quot;FreeSpace 2&amp;quot;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Window icon:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Specifies the icon filename of the FSO window when this mod is running. If blank or unspecified, the window will have the default icon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unicode mode:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Enabled the Unicode text mode for this mod. In Unicode mode all text is assumed to be UTF-8 encoded Unicode and certain features are disabled if they do not have full Unicode support. Most notably, if this is enabled then the engine will no longer support the old bitmap fonts that were used by Retail FreeSpace. Only the newer TrueType fonts will be supported.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use tabled strings for the default language:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Causes the game to use the text in strings.tbl and tstrings.tbl even when the current language is English.  By default, the game will use the literal text in the source code and the data files (tables and missions) and will not look up the entry when the language is English.  For other languages, the translation is always used, if it exists, regardless of this setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#CAMPAIGN SETTINGS==&lt;br /&gt;
This group contains various Campaign related settings and overrides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Campaign File Name:===&lt;br /&gt;
Defines which campaign will be selected by default for new pilots. A file extension is not needed and, if present, is removed by the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===#Ignored Campaign File Names===&lt;br /&gt;
Defines which campaigns, if present, will not appear in the Campaign Room. In the original implementation, only single-player campaigns could be ignored and file extensions were required, but see below.&lt;br /&gt;
{{Table371|As of 3.7.1, file extensions are not required and, if present, are removed by the code.}}&lt;br /&gt;
{{Table382|As of 3.8.2, file name comparisons are not case sensitive and multiplayer campaigns can be ignored.}}&lt;br /&gt;
====$Campaign File Name:====&lt;br /&gt;
File name of the campaign to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===#Ignored Mission File Names===&lt;br /&gt;
{{Table382|Defines which standalone missions, if present, will not appear in the Tech Room or Multiplayer Lobby.  Both single-player and multiplayer missions can be ignored, but missions which appear in a campaign cannot.  File extensions are not required and, if present, are removed by the code.  File name comparisons are not case sensitive.&lt;br /&gt;
====$Mission File Name:====&lt;br /&gt;
File name of the mission to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Red-alert applies to delayed ships:===&lt;br /&gt;
{{Table372|Controls whether red-alert saved statistics (hitpoints, weapons, subsystem strengths) will be restored for ships that are not present at mission start.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#HUD SETTINGS==&lt;br /&gt;
This group contains various HUD behavior settings and overrides&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Directive Wait Time:===&lt;br /&gt;
*Defines how long the game will wait before displaying a directive.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Values: &#039;&#039;&#039;&#039;&#039;Greater than or equal to 0 ms&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cutscene camera displays HUD:===&lt;br /&gt;
Show the HUD when the cutscene camera is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Cutscene camera disables HUD: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Full color head animations:===&lt;br /&gt;
Enables full-color head ANIs. Normal head ANIs will appear in gray.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Color head animations with hud colors: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SEXP SETTINGS==&lt;br /&gt;
This group contains SEXP settings and overrides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Loop SEXPs Then Arguments:===&lt;br /&gt;
Flips how when-argument settings loop. See: [http://www.hard-light.net/forums/index.php?topic=79602.0 SEXP Argument changes via mod.tbl] &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Alternate Chaining Behavior:===&lt;br /&gt;
When set, this allows all events in a chain to repeat, instead of only the last one.  It makes the event chaining behavior act as people expected it to be in [http://scp.indiegames.us/mantis/view.php?id=82 Mantis #82].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#GRAPHICS SETTINGS==&lt;br /&gt;
This group contains settings related to graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable External Shaders:===&lt;br /&gt;
Enables the use of external shader files. By default, the engine will use the built-in shaders.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Detail Level:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Determines which graphics detail level preset (low, medium, high, very high) acts as the default for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; (0-3)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (very high)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Briefing Window FOV:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Determines the FOV in the briefing Icon window. Retail default for this is 0.29375, previous versions of FSO used a value of 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (0.0 to 1.0)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.29375&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Generic Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of the pain red flash when the player is hit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of a pain flash when the player&#039;s shields are hit. Color will match the current ships shield color defined in ships.tbl. A value of 0 will give retail behavior (no shield effect). Positive values will cause the effect to start at full intensity at full shields and go to next to no intensity at zero shields. Negative values will cause no effect at full shields and full effect at no shields. Values should be kept between -1.0 and 1.0 for good pilot visibility.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$BMPMAN Slot Limit:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Determines the maximum number of textures that can be loaded simultaneously. This includes every frame of an animation, unless that animation is streaming (e.g. command briefing animations, message talking heads, etc). Also includes dynamically-created textures (used internally for various functions).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Int&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Values: &#039;&#039;&#039;&#039;&#039;Greater than or equal to 3500&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;4750&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$EMP Arc Color:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Allows custom RGB color values to be set for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the first primary color for the EMP lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 5)&lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 2:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the second primary color for the EMP lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (128, 128, 10)&lt;br /&gt;
*&#039;&#039;&#039;+Secondary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the secondary color for the EMP lightning arc effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (255, 255, 10)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Arc Color:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Allows custom RGB color values to be set for the damage lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the first primary color for the damage lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 255)&lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 2:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the second primary color for the damage lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (128, 128, 255)&lt;br /&gt;
*&#039;&#039;&#039;+Secondary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the secondary color for the damage lightning arc effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 5)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#NETWORK SETTINGS==&lt;br /&gt;
This group contains network-related settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FS2NetD port:===&lt;br /&gt;
*(description required)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SOUND SETTINGS==&lt;br /&gt;
This group contains sound-related settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Sound Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default sound fx volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Music Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default music volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.5&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Voice Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default voice volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.7&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#FRED SETTINGS==&lt;br /&gt;
This group contains settings for FRED. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable Hard Coded Message Head Ani Files:===&lt;br /&gt;
{{table371|&lt;br /&gt;
If set, FRED will not fill the head ani selection in the Event Editor with the retail head ani filenames.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable scripting in FRED:===&lt;br /&gt;
{{table382|&lt;br /&gt;
If set, scripting will be enabled in FRED. Use with extreme caution. The effects of scripts on FRED have not been fully tested. You can check if a script is running in FRED by using ba.inMissionEditor().&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#OTHER SETTINGS==&lt;br /&gt;
This group contains miscellaneous settings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Turret Collisions:===&lt;br /&gt;
Makes all hits to a turret&#039;s barrels count as hits to the turret subsystem. By default, this does not happen unless the point of impact falls inside the model radius of the turret&#039;s base.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Impacted Subsystem First:===&lt;br /&gt;
If set, a hit to a physical subsystem will always deal damage to that subsystem first, even if another subsystem is closer to the point of impact. By default, the closest subsystem will always receive damage first.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default ship select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for ship select animations when no .ani can be found, or the -ship_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default weapon select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the -weapon_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapons inherit parent collision group:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set to true, Weapons fired by a ship will inherit their parents&#039; collision group setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flight controls follow eyepoint orientation:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that if the player ship&#039;s eyepoint happens to rotate into a non-standard orientation, pitch and yaw axes should stay relative to the eyepoint orientation, not the ship. Note that this does not affect the pitch/yaw turning speed, which always remains relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beams Use Damage Factors:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that beam weapons will use the tabled damage factors for Armour, Shields and Subsystems. Default is false (i.e. all factors are treated as 1.0)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default fiction viewer UI:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies which fiction viewer layout to use in missions that don&#039;t specify one. Possible values are as follows:&lt;br /&gt;
**&amp;quot;FS2&amp;quot;: Standard layout. Requires (2_)fictionviewer and (2_)fictionviewer-m to be present in data\interface.&lt;br /&gt;
**&amp;quot;WCS&amp;quot;: Moves the &amp;quot;Accept&amp;quot; button to the lower-left corner of the screen. Requires (2_)fictionviewerb and (2_)fictionviewer-mb to be present in data\interface.&lt;br /&gt;
**&amp;quot;auto&amp;quot;: Selects &amp;quot;WCS&amp;quot; if the appropriate files are present; otherwise, selects &amp;quot;FS2&amp;quot;. This is the default setting.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Movie subtitle font:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Specifies which font should be used for displaying subtitles in the cutscene player. This should be the name given to this font in the fonts table. Since movie subtitles can contain Unicode text it is a good idea to enable Unicode mode when movie subtitles are used but this is not enforced by this option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable built-in translations:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Turns off hard-coded translations, e.g. Transport -&amp;gt; Transporter in German.  All strings will either use their XSTR entry or else not be translated.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon shockwave damage respects huge ship flags:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Controls whether weapon shockwaves will respect the huge/supercap ship flags.  In retail they do not.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable external default scripts:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Enables the loading of external scripts with the same name as a built-in script. Otherwise, uses the version of the script included in the executable (currently, just cfile_require.lua).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player warpout speed:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines the speed the player must reach to warp out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;40.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target warpout match percent:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines how close to the warpout speed the player needs to be to actually warp out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.05&#039;&#039;&#039;&#039;&#039; (5%)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum player warpout time:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*The [[Ships.tbl#.24Warpout_Engage_Time:|default amount of time]], in seconds, warping out will take before actually starting to check whether the player is the right speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;3.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable in-game options:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Experimental mode whereby various settings can be modified by FSO while it&#039;s still running, rather than being set by the launcher before execution. Requires custom assets for the in-game options menu to actually be able to change the settings.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Shockwave Default Multiplier:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Amount of damage, as a multiple of normal shockwave damage, assigned to a weapon&#039;s [[Weapons.tbl#.24Dinky shockwave:|dinky shockwave]] by default. To get the same behavior FSO had from 2005-2019, set this to 0.25.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Always Damage Bombs:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Enables all bombs being damaged by shockwaves. Previously only those marked with flags could be damaged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Damage All Object Types Once:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Keeps any object from being damaged more than once by a shockwave.  The default behavior is for asteroids and flagged missiles to be damaged every frame by the shockwave.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Engine Wash Intensity:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Allows the game to use the [[ships.tbl#.24Intensity::|Intensity]] value when calculating Engine Wash effects. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Swarmers Lead Targets:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes swarm missiles to lead their targets by default, and will make use of [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] if specified, like normal aspect seekers. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Threshold for Weapons Subsystems to Trigger Turret Inaccuracy:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the damage threshold for when turrets become less accurate due to weapon subsystem damage. In other words, how damaged do a ship&#039;s aggregated weapons systems have to be before the turrets become inaccurate? Value must be between 0.0-1.0 (includes 0.0 and 1.0).   &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.7&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI use framerate independent turning:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Without this flag, missiles turn rate is directly dependent on the current framerate. When enabled their turn rate will be consistent, with the &amp;quot;true&amp;quot; turning taken to be observed turning at 60fps. This flag also affects ships, but the instability is only apparent at extremely low framerates, and so the change will not be apparent. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+AI respect tabled turn time and rotdamp:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Due to complicated physics issues caused by retail not using the above method, tabled turn times on ships and missiles are not representative of actual observed turn times. The above flag makes it consistent, but this flag will make it accurate to what is actually listed in the table. &lt;br /&gt;
*Additionally, rotdamp is now used properly by the AI in a similar manner to players. More rotdamp will result in slower rotational acceleration, and less results in faster acceleration.&lt;br /&gt;
*NOTE: BEWARE OF ADDING THIS FLAG TO AN EXISTING MODPACK. NEARLY EVERY SINGLE TURN TIME WILL NEED TO BE CHANGED.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==#END==&lt;br /&gt;
Required. The last line of the table must be #END&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
&lt;br /&gt;
    #CAMPAIGN SETTINGS&lt;br /&gt;
    $Default Campaign File Name: NewCampaignFile&lt;br /&gt;
    &lt;br /&gt;
    #Ignored Campaign File Names&lt;br /&gt;
    $Campaign File Name: FreeSpace2.fc2&lt;br /&gt;
    &lt;br /&gt;
    #HUD SETTINGS&lt;br /&gt;
    $Directive Wait Time: 5000&lt;br /&gt;
    &lt;br /&gt;
    #SEXP SETTINGS&lt;br /&gt;
    $Loop SEXPs Then Arguments: True&lt;br /&gt;
    &lt;br /&gt;
    #OTHER SETTINGS&lt;br /&gt;
    $Fix Turret Collisions: True&lt;br /&gt;
    &lt;br /&gt;
    #END&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Androgeos Exeunt</name></author>
	</entry>
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