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	<updated>2026-11-15T10:17:15Z</updated>
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	<entry>
		<id>https://wiki.hard-light.org/index.php?title=EASD_Nemesis&amp;diff=16260</id>
		<title>EASD Nemesis</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=EASD_Nemesis&amp;diff=16260"/>
		<updated>2008-05-22T17:21:32Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: minor pedantry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Inferno_Ships}}&lt;br /&gt;
&lt;br /&gt;
Famous for its nanojumps, the &#039;&#039;&#039;EASD &#039;&#039;Nemesis&#039;&#039;&#039;&#039;&#039; is the flaghship of the [[Earth Alliance]]. It is a massive superdestroyer armed to the teeth with powerful beam cannons and railguns (only in INF:A SA and INF SCP).&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===Inferno R1 Description===&lt;br /&gt;
The Nemesis is the flagship of the Earth Alliance. An awesome superdestroyer, she dwarfs most capital ships in both the GTVA and EA. Extremely well armed and armored, she also carries her own elite fighter squadrons. She is frequently seen around the Sol Gate, guarding the installation with her multitude of super-heavy beam cannons. The EA maintains the Nemesis as its command ship. &lt;br /&gt;
&lt;br /&gt;
===Inferno: Alliance Standalone Description===&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
===Inferno SCP Description===&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===Name origin===&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Superdestroyer|Earth Alliance|N/A|15.0|N/A|N/A|750000|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;INFA SA&#039;&#039;&#039;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#300505;&amp;quot;| &#039;&#039;&#039;INF SCP&#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;
| [[EA Turret]]&lt;br /&gt;
| 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Heavy Flak]]&lt;br /&gt;
| 4&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Hell Fire]]&lt;br /&gt;
| 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[EA RFT]]&lt;br /&gt;
| 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Stinger]]&lt;br /&gt;
| 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[SSilver]]&lt;br /&gt;
| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[BSilv]]&lt;br /&gt;
| 9&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[BFSilv]]&lt;br /&gt;
| 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|Against fighters, the Nemesis is probably the most dangerous EA ship. You would best be advised to steer clear of the stinger turrets, or you will most likely be eaten alive, but this is easier said than done as these turrets are deployed relatively evenly across the ship&#039;s hull. The best tactic is to disable the aft-facing turrets from long range, then move in for the kill. However, getting to the right position to do so without wasting valuable time is very hard, and if you&#039;re playing the second-to-last mission of INFR1, disabling the multitude of Stingers on the sides of the ship may be necessary. Once the Stinger turrets have been disabled, there&#039;s little else you need to worry about except for the flak turrets, which can easily be avoided. The Nemesis is also basically invincible against capital ships, with no less than 16 incredibly dangerous beam cannons placed at very convenient locations throughout the hull.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Nemesis is in the class of ships that are difficult to fight against due to sheer size and damage-absorbative potential. It is also, dare I say it, one of the coolest-looking Terran craft to ever grace a Freespace mod. There are a couple spots near the tower where the Stingers can&#039;t get you, I found one pretty rapidly in INF R1, because they can&#039;t make the turn. However there&#039;s not all that much you can knock out from those safe areas, so duck in and out of them using them to recharge your shields when necessary.&lt;br /&gt;
&lt;br /&gt;
This ship is famous for its nanojumpings, more than able to turn the tide of a battle. In order to get the effect you need to give appropriate names: FreeSpace doesn&#039;t display letters like è, ù and à(while FRED does) so the only way to make the trick work is using those letters. Apparently, there will be no differences between &amp;quot;Nemesis&amp;quot; and &amp;quot;Nemesisè&amp;quot; and the player will most likely have the illusion of fighting the same ship. Use variables to store the status of a nanojumping Nemesis (so that it can be transferred to the upcoming Nemesis)will improve the effect.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Inferno Ships]]&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Multimedia_Files&amp;diff=16259</id>
		<title>Multimedia Files</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Multimedia_Files&amp;diff=16259"/>
		<updated>2008-05-22T17:17:54Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: rm silly windows convention of namimg filetypes after their extensions, and cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The FreeSpace 2 Open engine is able to use several different &#039;&#039;&#039;multimedia file formats&#039;&#039;&#039; for audio, animation and video playback. Retail FreeSpace 2 used the [[Wikipedia:Wav|WAV]] and &#039;&#039;&#039;ANI&#039;&#039;&#039; file formats, but the currently the FreeSpace 2 Open supports several [[Wikipedia:Ogg|Ogg]] container files as well. Support for the [[Wikipedia:Mp3|MP3]] file format was removed in favor of Ogg. The game engine also supports special &#039;&#039;&#039;.EFF&#039;&#039;&#039; animations.&lt;br /&gt;
&lt;br /&gt;
==Ogg==&lt;br /&gt;
&#039;&#039;&#039;Ogg&#039;&#039;&#039; is a file format for compressed multimedia files.  Unlike MP3, Ogg is an open-source, open-standard container format with a permissive license, both of which allow it to be incorporated into the FS2_Open source code.  Also unlike MP3, Ogg is a [[Wikipedia:Container_format|container format]], meaning that it can contain video data (via the [[Wikipedia:Theora|Theora codec ]]) in addition to audio data (via the [[Wikipedia:Vorbis|Vorbis codec]]).&lt;br /&gt;
&lt;br /&gt;
Since Ogg delivers significantly smaller file sizes than [[Wikipedia:Wav|WAV]], while retaining substantially the same level of audio quality, it is becoming more and more frequently used in FSO-targeted mods.  Ogg Vorbis is not, however, a lossless format -- i.e., it is not possible to exactly reconstruct the original data from an Ogg Vorbis file because some is &amp;quot;lost&amp;quot; in the conversion process.  This is not usually a problem, however, because a high-quality Ogg Vorbis file is usually indistinguishable from the source.  The lossless counterpart to Ogg Vorbis is [[Wikipedia:Free_Lossless_Audio_Codec|FLAC]], which can be contained in Ogg also.&lt;br /&gt;
&lt;br /&gt;
Vorbis uses a quality parameter between -1 and 10 as a measure of quality. 5 is the default, giving around 160kbps. The higher the number, the higher the quality, but anything over 5 is probably pointless.&lt;br /&gt;
&lt;br /&gt;
Audacity and Goldwave are two popular programs that allow WAV files to be converted to Ogg Vorbis audio.  Audacity is Free Software, while Goldwave is shareware that ceases to function after a period of time.&lt;br /&gt;
&lt;br /&gt;
Please note that this is a fso feature and is not supported by the original retail FreeSpace 2.&lt;br /&gt;
&lt;br /&gt;
==WAV==&lt;br /&gt;
The most common sound file format. WAVs are uncompressed and take up a larger amount of space than almost any other sound file type, so consider converting them to the [[*.OGG|Ogg]] Vorbis format (supported only by SCP) before including them in your campaign. Audacity and Goldwave are two examples of programs that can make this conversion. [http://www.rarewares.org/ogg-oggdropxpd.php oggdropXPd] is an useful drag-and-drop encoder.&lt;br /&gt;
&lt;br /&gt;
==ANI==  &lt;br /&gt;
FreeSpace uses the ANI format for animation effects. It can be used either for an effect (explosions, etc.), an interface animation, or as a ship texture.&lt;br /&gt;
&lt;br /&gt;
===Creating an ANI file===&lt;br /&gt;
&lt;br /&gt;
Using [http://www.swooh.com/lorenzo/files/aniview11.exe AniBuilder], one can create new ANI files from AVI movies.&lt;br /&gt;
&lt;br /&gt;
To create your own ANI:&lt;br /&gt;
&lt;br /&gt;
#Set up a scene in a 3D animation program or in FreeSpace. Volition used [[Wikipedia:3ds_Max|3ds Max]] (an expensive modeling program) for their animations.&lt;br /&gt;
#Using a free recording software such as for example [http://www.planetgamecam.com GameCam] to record the scene.&lt;br /&gt;
#Use for example [http://www.radgametools.com/bnkdown.htm Bink] to convert the AVI into a series of 16-bit (or less) PCX files, as AniBuilder will not accept non-PCX images, or images of more than 16 bit color depth. &lt;br /&gt;
#Use AniBuilder to convert the PCX files to an ANI.&lt;br /&gt;
&lt;br /&gt;
==EFF==&lt;br /&gt;
FreeSpace 2 uses the EFF ASCII format text files to store information about animated effects. These animated effects can be used for various effects such as in game animations and animated textures. Please note that this is a fso feature and is not supported by the original retail FreeSpace 2.&lt;br /&gt;
&lt;br /&gt;
===Creation of EFF animation===&lt;br /&gt;
*For EFF animation all the individual frames of the animation have to be present in one of the [[Graphic Files|graphic file formats]] supported by the game engine.&lt;br /&gt;
*All files related to the EFF animation have to named so that the name of actual .EFF animation forms the basic structure of the filename. &lt;br /&gt;
**&#039;&#039;&#039;Graphic files&#039;&#039;&#039; add the 4 digit number - that identifies the frame where the file is used - after the animation name, starting from 0 (example_0000.dds, example_0001.dds etc.)&lt;br /&gt;
**&#039;&#039;&#039;ASCII file&#039;&#039;&#039; contains the information of the animation (example.eff)&lt;br /&gt;
&lt;br /&gt;
===Contents of a EFF file===&lt;br /&gt;
&lt;br /&gt;
====$Type:====&lt;br /&gt;
*Defines the file format of the graphics file used for the EFF animation&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, for example &#039;&#039;DDS&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Frames:====&lt;br /&gt;
*Defines the length of the number of the frames in the animation&lt;br /&gt;
*Syntax; &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$FPS:====&lt;br /&gt;
*Used &#039;&#039;optionally&#039;&#039; to define the &#039;&#039;&#039;frames per second&#039;&#039;&#039; value for the animation&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&lt;br /&gt;
Let&#039;s say you have three dds (TGA and pcx are also acceptable) files (named 1_000, 1_0001, and 1_0002) you want to make into an animation, but you don&#039;t want to use anibuild and therefore compromise quality.&lt;br /&gt;
&lt;br /&gt;
Your EFF file would be like this:&lt;br /&gt;
&lt;br /&gt;
Filename (the filename, not information to be entered. This must match up with characters before _xxxx in frames): 1.eff&lt;br /&gt;
&lt;br /&gt;
 $Type: DDS&lt;br /&gt;
 $Frames: 3&lt;br /&gt;
 $FPS: 5&lt;br /&gt;
&lt;br /&gt;
This EFF effect file would display one frame after another at 5 frames a second, skipping back to the beginning at the end. Please note that EFF cannot be used for streaming files (head animations, icons, mainhall, cbanis, ect.) and is meant ONLY for weapon/explosion effects and animated textures.&lt;br /&gt;
&lt;br /&gt;
[[Category:File Types]]&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTW_ML-16_Laser&amp;diff=14589</id>
		<title>GTW ML-16 Laser</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTW_ML-16_Laser&amp;diff=14589"/>
		<updated>2007-12-21T16:00:03Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: pathetic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;ML-16&#039;&#039;&#039; is a [[primary weapon]] which was in heavy use before the appearance of the [[Shivans]] and their shielding technology. The ML-16 works adequately against hull and devours only a negligible amount of energy, allowing the pilot to divert more power on engines.&lt;br /&gt;
&lt;br /&gt;
Since the ML-16 was designed in a &amp;quot;shieldless&amp;quot; era of both Terran and Vasudan history, it largely became inadequate against shielded targets like most Shivan fighters and bombers.&lt;br /&gt;
&lt;br /&gt;
As soon as the GTW Avenger cannon became available, and produced in enough quantities, the ML-16 was replaced.&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:ML16_320x240.jpg]]|caption=The ML-16}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
Argon laser weapon - uses transparent ceramic technology in order to create an optical system that is extremely durable and stable under battle conditions - provides adequate destructive damage to the hull of enemy ships by vaporizing molecular bonds at the target area and destabilizing molecular bonds across the grain of the hull material. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The GTA issues ML-16 Lasers to every fighter and bomber in service.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Primary|900|5|450|5|Full|5|Minimal|0.5|Poor|1.5}}&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===User-made Campaigns===&lt;br /&gt;
&lt;br /&gt;
You will see more of this weapon in the [http://tvwp.hard-light.net/ Terran-Vasudan War Project]&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|The ML-16 is an acceptable weapon at the beginning of the main campaign. Unfortunately, after shielding on fighters become common, the weapon loses its efficiency. Prefer the Avenger to this weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ML-16 is not a bad gun against unshielded targets. In fact, try using it against a Shivan cruiser hull and you will be pleasantly surprised. However, without any ability to damage shields, it really isn&#039;t a viable choice later in the campaign.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ML-16 does less than 1/3 of the armor damage of the [[GTW Avenger]], and between 1/3 and 1/2 of its Freespace 2 equivalent, the [[GTW Subach HL-7]] - for the same energy. I guess the [[GTW Flail]] and the [[GTW Training Laser]] are worse on armor, but if this isn&#039;t a bad gun on unshielded targets, I don&#039;t know what is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since fighters with no shields obviously take less damage to destroy, the ML-16 is perfectly serviceable against them. It&#039;s not going to do much to an Orion, but surely they would have bombs even before the Tsunami.&lt;br /&gt;
&lt;br /&gt;
ML-16 isn&#039;t the best weapon. Twin 16s are worse than Twin Avengers. They worked well beacause the Vasudans had crap laser, and their fighter were just crap. But when it comes to killing off shivans (The boarding mission cuscene) they do come in handy in some sort...}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTW_ML-16_Laser&amp;diff=14581</id>
		<title>GTW ML-16 Laser</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTW_ML-16_Laser&amp;diff=14581"/>
		<updated>2007-12-20T17:47:37Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: pathetic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;ML-16&#039;&#039;&#039; is a [[primary weapon]] which was in heavy use before the appearance of the [[Shivans]] and their shielding technology. The ML-16 works adequately against hull and devours only a negligible amount of energy, allowing the pilot to divert more power on engines.&lt;br /&gt;
&lt;br /&gt;
Since the ML-16 was designed in a &amp;quot;shieldless&amp;quot; era of both Terran and Vasudan history, it largely became inadequate against shielded targets like most Shivan fighters and bombers.&lt;br /&gt;
&lt;br /&gt;
As soon as the GTW Avenger cannon became available, and produced in enough quantities, the ML-16 was replaced.&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:ML16_320x240.jpg]]|caption=The ML-16}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
Argon laser weapon - uses transparent ceramic technology in order to create an optical system that is extremely durable and stable under battle conditions - provides adequate destructive damage to the hull of enemy ships by vaporizing molecular bonds at the target area and destabilizing molecular bonds across the grain of the hull material. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The GTA issues ML-16 Lasers to every fighter and bomber in service.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Primary|900|5|450|5|Full|5|Minimal|0.5|Poor|1.5}}&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===User-made Campaigns===&lt;br /&gt;
&lt;br /&gt;
You will see more of this weapon in the [http://tvwp.hard-light.net/ Terran-Vasudan War Project]&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|The ML-16 is an acceptable weapon at the beginning of the main campaign. Unfortunately, after shielding on fighters become common, the weapon loses its efficiency. Prefer the Avenger to this weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ML-16 is not a bad gun against unshielded targets. In fact, try using it against a Shivan cruiser hull and you will be pleasantly surprised. However, without any ability to damage shields, it really isn&#039;t a viable choice later in the campaign.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ML-16 does less than 1/3 of the armor damage of the [[GTW Avenger]], and between 1/3 and 1/2 of its Freespace 2 equivalent, the [[GTW Subach HL-7]] - for the same energy. I guess the [[GTW Flail]] and the [[GTW Training Laser]] are worse on armor, but if this isn&#039;t a bad gun on unshielded targets, I don&#039;t know what is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since fighters with no shields obviously take less damage to destroy, the ML-16 is perfectly serviceable against them. It&#039;s not going to do much to an Orion, but surely they would have bombs even before the Tsunami.&lt;br /&gt;
&lt;br /&gt;
ML-16 isn&#039;t the best weapon. Twin 16s are worse than Twin Avengers. They worked well beacause the Vasudans had crap laser, and their fighter were just crap. But when it comes to killing off shivans (The boarding mission cuscene) they do come in handy in some sort...}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTW_ML-16_Laser&amp;diff=14574</id>
		<title>GTW ML-16 Laser</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTW_ML-16_Laser&amp;diff=14574"/>
		<updated>2007-12-19T23:25:33Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: rv&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;ML-16&#039;&#039;&#039; is a [[primary weapon]] which was in heavy use before the appearance of the [[Shivans]] and their shielding technology. The ML-16 works adequately against hull and devours only a negligible amount of energy, allowing the pilot to divert more power on engines.&lt;br /&gt;
&lt;br /&gt;
Since the ML-16 was designed in a &amp;quot;shieldless&amp;quot; era of both Terran and Vasudan history, it largely became inadequate against shielded targets like most Shivan fighters and bombers.&lt;br /&gt;
&lt;br /&gt;
As soon as the GTW Avenger cannon became available, and produced in enough quantities, the ML-16 was replaced.&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:ML16_320x240.jpg]]|caption=The ML-16}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
Argon laser weapon - uses transparent ceramic technology in order to create an optical system that is extremely durable and stable under battle conditions - provides adequate destructive damage to the hull of enemy ships by vaporizing molecular bonds at the target area and destabilizing molecular bonds across the grain of the hull material. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The GTA issues ML-16 Lasers to every fighter and bomber in service.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Primary|900|5|450|5|Full|5|Minimal|0.5|Poor|1.5}}&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===User-made Campaigns===&lt;br /&gt;
&lt;br /&gt;
You will see more of this weapon in the [http://tvwp.hard-light.net/ Terran-Vasudan War Project]&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|The ML-16 is an acceptable weapon at the beginning of the main campaign. Unfortunately, after shielding on fighters become common, the weapon loses its efficiency. Prefer the Avenger to this weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ML-16 is not a bad gun against unshielded targets. In fact, try using it against a Shivan cruiser hull and you will be pleasantly surprised. However, without any ability to damage shields, it really isn&#039;t a viable choice later in the campaign.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ML-16 does less than 1/3 of the armor damage of the [[GTW Avenger]], and between 1/3 and 1/2 of its Freespace 2 equivalent, the [[GTW Subach HL-7]] - for the same energy. I guess the [[GTW Flail]] and the [[GTW Training Laser]] are worse on armor, but if this isn&#039;t a bad gun on unshielded targets, I don&#039;t know what is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since fighters with no shields obviously take less damage to destroy, the ML-16 is perfectly serviceable against them. It&#039;s not going to do much to an Orion, but surely they would have bombs even before the Tsunami.&lt;br /&gt;
&lt;br /&gt;
ML-16 isn&#039;t the best weapon. Twin 16s are worse than Twin Avengers. They worked well beacause the Vasudans had crap laser, and their fighter were just crap. But when it comes to killing off shivans (The boarding mission cuscene) they do come in handy in some sort...}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=User_talk:Selectah&amp;diff=14562</id>
		<title>User talk:Selectah</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=User_talk:Selectah&amp;diff=14562"/>
		<updated>2007-12-18T16:38:27Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: Spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This text is inserted only because I don&#039;t like those red text bits. --[[User:Selectah|Selectah]] 04:37, 16 December 2006 (CST)&lt;br /&gt;
&lt;br /&gt;
*No need. There will always be someone willing to post on your talk page. Thanks for adding all the Silent Threat walkthroughs, Selectah. FS1 rocks! [[User:Mustang19|Mustang19]]&lt;br /&gt;
Cheers, Mustang19. I&#039;ven&#039;t added &#039;&#039;all&#039;&#039; the walkthroughs. Yet. I will. At some point. ;) [[User:Selectah|Selectah]] 04:08, 20 July 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Alpha screens==&lt;br /&gt;
Wow, where did you find that SF-xx shot? [[User:Mustang19|Mustang19]] 11:20, 4 December 2007 (CST)&lt;br /&gt;
*I&#039;ve got a ton of Alpha screenies, if you&#039;re interested. The stuff I&#039;m interested in, however, is to somehow get the Alpha missions. You know that there were unique missions in the Alpha version, no? Three of &#039;em, voiced and all. I guess one needs to bombard either games magazines or Volition to get a hold of a copy. Oh ya, the POF models were a bit different, as well. ~[[User:Selectah|Selectah]]&lt;br /&gt;
&lt;br /&gt;
An &amp;quot;Alpha&amp;quot;? Just something shipped to reviewers to look at before the game is complete, you mean? If you haven&#039;t done so already you should look at those screenshots and see if you could find some good trivia, plus host them on HC. Interesting. [[User:Mustang19|Mustang19]] 10:01, 5 December 2007 (CST)&lt;br /&gt;
* Ya, you&#039;re right; the Alphas -- especially &#039;&#039;Alpha II&#039;&#039;, dated 12/04/97, almost 11 years ago -- were shipped to various testers and magazine editors, so that they could get a preview of what&#039;s coming. Plus it allowed them to hype the game no end. Thing is, there was a truckload of interesting things in the Alpha(s) -- of which there was a total of two, I don&#039;t have a release date for &#039;&#039;Alpha I&#039;&#039; (ironic name, no?) -- stuff that didn&#039;t survive at all or was changed to the point of unrecognizability. Things such as unique ships (the shivan cruiser Caldera, and -- yes -- the Juggernath, which was &#039;&#039;not&#039;&#039; the GTC Orff as is usually believed, but a unique ship from the second Alpha mission, etc), a completely different HUD in the first Alpha (with shield integrity as exact percentage instead of GFX, etc), unique weaponry (some of which are still present in the screenies on Volition&#039;s site -- look for the Angelfire missile, for instance, check for stats below), a completely different pilot stat screen (with your current fleet affiliation on display and totally different pilot appearance graphics), different POF models and backgrounds (YES!! PLANETS!!), et cetera.&lt;br /&gt;
&lt;br /&gt;
===Screenshots from FreeSpace Alpha===&lt;br /&gt;
[[Image:Alpha_hud.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Early version of the HUD, from FreeSpace Alpha.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Alpha_hud_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planet backgrounds from FreeSpace Alpha.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===FreeSpace Alpha-Only Weaponry===&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=4 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Alpha-Only Weapons&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:100px&amp;quot; |&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:80px&amp;quot; |&#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:80px&amp;quot; |&#039;&#039;&#039;Velocity&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:80px&amp;quot; | &#039;&#039;&#039;Fire Wait&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Mass Driver&#039;&#039;&#039;&lt;br /&gt;
| 40&lt;br /&gt;
| 240&lt;br /&gt;
| .15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Neutron Flux&#039;&#039;&#039;&lt;br /&gt;
| 30&lt;br /&gt;
| 300&lt;br /&gt;
| 30&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Mag Pulse Missile&#039;&#039;&#039;&lt;br /&gt;
| 10&lt;br /&gt;
| 200&lt;br /&gt;
| 1.00&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Shrike Missile&#039;&#039;&#039;&lt;br /&gt;
| 45&lt;br /&gt;
| 130&lt;br /&gt;
| 1.0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Angelfire Missile&#039;&#039;&#039;&lt;br /&gt;
| 60&lt;br /&gt;
| 100&lt;br /&gt;
| 1.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alpha Missions===&lt;br /&gt;
{{shipimage|image=[[Image:Juggernath_mission.jpg]]|caption=Screenshot from the near-mythical Juggernath mission.}}&lt;br /&gt;
The Holy Grail™ for me, though, would be the unique missions of the Alphas. There were three missions in the Alpha versions, two of which are the ones&#039; we know from the FreeSpace 1 Demo. The third Alpha-only mission -- the second in the Alpha &amp;quot;campaign&amp;quot; -- is the most interesting of the bunch. This is the fabled mission where you are ordered to escort the lone &#039;&#039;Juggernath&#039;&#039;, a Fenris class cruiser. The mission contains a lot of unique dialogue, dialogue which explains the sentiments regarding the newly founded Vasudan/Terran alliance and deepens the storyline, highlighting the still present animosity towards the Vasudans. A line from Alpha 3 in the mission might serve as example; &amp;quot;&#039;&#039;I just hope I don&#039;t accidentally fire on one of them in the heat of battle. Old habits die hard&#039;&#039;&amp;quot;. Some other lines were later dropped in favour of the present ones, such as &amp;quot;&#039;&#039;Enemy at three o&#039;clock high!&#039;&#039;&amp;quot;, &amp;quot;&#039;&#039;Sir watch your tail&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;Enemy fighters just appeared on radar&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
All of this is record, and well documented in a plethora of screenshots. Should I post the ones I have, you think? These mythical missions were finished, playable, completely voiced and are -- for better or for worse -- canon. Whatevenmore, they &#039;&#039;do&#039;&#039; exist. Somewhere. Probably in a drawer at Volition. Or at the OGR office. Or in a PC Gamer cupboard. Forgotten. Me wants them. By the way, what do you mean with &amp;quot;hosting them on HC&amp;quot;? What on Earth™ is HC? [[User:Selectah|Selectah]] 03:15, 7 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
Post more shots... I&#039;m interested. HC is Hades Combine, BTW. (http://hades-combine.com/web/index.php?ind=downloads) [[User:Snail|Snail]] 08:28, 7 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
Put your talk page up on the [[FreeSpace Alpha]] page before I forgot. I&#039;ll clean it up later. If you have any additional material, post it there. I really liked the way you presented it. [[User:Mustang19|Mustang19]] 21:18, 7 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
== Spelling ==&lt;br /&gt;
&lt;br /&gt;
Correcting spelling isn&#039;t bad, so don&#039;t be so hard on yourself. [[User:Bruce89|Bruce89]] 10:38, 18 December 2007 (CST)&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Boomerang&amp;diff=14448</id>
		<title>Boomerang</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Boomerang&amp;diff=14448"/>
		<updated>2007-12-07T18:29:17Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: learn wiki syntax people&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
;Original Author: Peter Drake&lt;br /&gt;
;Contents of Mod:&lt;br /&gt;
* 4 Mission files&lt;br /&gt;
* 56 WAV files (voiceacting)&lt;br /&gt;
;Number of mission: 4&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&#039;&#039;From Hades-Combine by Spicous&#039;&#039;&lt;br /&gt;
Protect civilian traffic from Shivan raids, and discover a devastating new technology.&lt;br /&gt;
&lt;br /&gt;
Fully voice acted.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
This campaign is currently re-mastered for the sake of compatibilty with the latest FS Open. See Campaign Restoration for more information.&lt;br /&gt;
&lt;br /&gt;
==Campaign Restoration==&lt;br /&gt;
Leading Member: &#039;&#039;(Not known, guess is Karajorma)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Other Members: &#039;&#039;(Not known)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Player Comments==&lt;br /&gt;
None...yet...&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
[http://hades-combine.com/web/index.php?ind=downloads&amp;amp;op=entry_view&amp;amp;iden=143| Download Link through Hades-Combine]&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Fighter_squadrons&amp;diff=14417</id>
		<title>Fighter squadrons</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Fighter_squadrons&amp;diff=14417"/>
		<updated>2007-12-06T22:43:12Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: bloody hell&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Fighter squadrons first appeared in FreeSpace 2, but some squadrons are said to have taken part in the [[The Great War|Great War]], too. We have only a very few canon fighter squadrons, but remarkably more non-canon ones, used in [[User-made Campaigns]].&lt;br /&gt;
&lt;br /&gt;
An exact number of pilots to form a squadron is unknown, it is estimated to be 12, or any of its multiplicants. One flagship houses more than one squadrons, the [[GTD Aquitaine]] was housing five squadrons, according to the FreeSpace 2 main campaign.&lt;br /&gt;
&lt;br /&gt;
==Great War-era fighter squadrons==&lt;br /&gt;
===GTA===&lt;br /&gt;
*1st Avenging Angels&lt;br /&gt;
*3rd&lt;br /&gt;
*13th Reapers&lt;br /&gt;
*23rd Flying Panthers&lt;br /&gt;
*33rd Jokers&lt;br /&gt;
*47th Cutthroats&lt;br /&gt;
*[[53rd Hammerheads]]&lt;br /&gt;
*66th Black Knights&lt;br /&gt;
*79th Predators&lt;br /&gt;
*81st Screaming Weasels&lt;br /&gt;
*103rd Flaming Skulls&lt;br /&gt;
*[[107th Ravens]]&lt;br /&gt;
*[[242nd Suicide Kings]]&lt;br /&gt;
&lt;br /&gt;
===PVN===&lt;br /&gt;
*[[203rd Scorpions]]&lt;br /&gt;
&lt;br /&gt;
==FreeSpace 2-era fighter squadrons==&lt;br /&gt;
===GTVA - Terran===&lt;br /&gt;
*[[53rd Hammerheads]]&lt;br /&gt;
*[[64th Raptors]]&lt;br /&gt;
*[[70th Blue Lions]]&lt;br /&gt;
*[[99th Skulls]]&lt;br /&gt;
*[[107th Ravens]]&lt;br /&gt;
*[[134th Barracudas]]&lt;br /&gt;
*[[242nd Suicide Kings]]&lt;br /&gt;
&lt;br /&gt;
===GTVA - Vasudan===&lt;br /&gt;
*[[203rd Scorpions]]&lt;br /&gt;
&lt;br /&gt;
===NTF===&lt;br /&gt;
*185th&lt;br /&gt;
&lt;br /&gt;
==Non-canon fighter squadrons==&lt;br /&gt;
===Terran-Vasudan War-era squadrons===&lt;br /&gt;
===Great War-era===&lt;br /&gt;
===FreeSpace 2-era===&lt;br /&gt;
===Post-Capella-era===&lt;br /&gt;
*[[212th Silver Scythes]] ([[Derelict]])&lt;br /&gt;
*[[122nd Gemini]] ([[Renegade Ressurgence]])&lt;br /&gt;
*[[76th Predators]] ([[Renegade Ressurgence]])&lt;br /&gt;
*[[88th Nova-Squadron]] ([[StormFront]])&lt;br /&gt;
*[[96th Reptile]] ([[Renegade Ressurgence]])&lt;br /&gt;
*[[33rd Heavy Fighter Squadron]] ([[Cleaning Crew]])&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Notes to Wiki expanders==&lt;br /&gt;
&#039;&#039;&#039;If you insert a non-canon squadron, please append the name of the campaign in brackets, if possible which gives a link to an internal or external source.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For example:&#039;&#039;&lt;br /&gt;
*212th Scythes ([http://freespace.volitionwatch.com/derelict/ Derelict])&lt;br /&gt;
&lt;br /&gt;
[[Category:FreeSpace Universe]]&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Rebels_%26_Renegades&amp;diff=14357</id>
		<title>Rebels &amp; Renegades</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Rebels_%26_Renegades&amp;diff=14357"/>
		<updated>2007-12-04T13:27:32Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: fix english, wikify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|- cellpadding=&amp;quot;8&amp;quot; style=&amp;quot;background:#000000;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Feint! Parry! Riposte!|Previous Mission]]&lt;br /&gt;
| [[Campaign Walkthrough]]&lt;br /&gt;
| [[Love the Treason...|Next Mission]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SOC LOOP 1, MISSION 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Fighter squadron: 185th&lt;br /&gt;
;Description: The Iceni has to reach Regulus and you are one of the many pilots in the NTF protecting it. You are really an undercover GTVA operative sticking around to help the alliance unravel ETAK.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
You have been chosen to fly undercover with the Iceni, and gather information about the new ETAK project.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
Scan both friendly capital craft right at the start for some brownie points with SOC. Aside from that this a standard asteriod-field escort mission, you can just fly along next to the Iceni and blast any bombs or rocks that come its way. Defending the Hinton as well will be more of a problem, as Faustus science cruisers are less then sturdy; fortunately the Hinton&#039;s survival is not necessary for a successful mission. Ordering your wing to defend the Iceni and making the defense of the Hinton your sole responsiblity generally works...but see below. Concentrate on killing bombers and bombs, followed by anything that you find particularly offensive.&lt;br /&gt;
&lt;br /&gt;
During this mission two capital craft will attempt to attack the Iceni, a Sobek and a Mentu. You would be well advised to keep the Iceni between you and the Mentu, since the Iceni will eat the cruiser alive no matter what you do, and the cruiser has AAA beams and flak guns that can hurt you. If those VSlash beams on the Sobek make you nervous for your charges feel free to take them out, but try not to get murdered by the corvette&#039;s antifighter defenses. As long as you&#039;ve been doing a reasonably good job keeping the Iceni safe, its paired BGreens will take care of the enemy capital craft without your intervention.&lt;br /&gt;
&lt;br /&gt;
The Hinton, thanks to its fragile nature, has a tendancy to get blasted. You can witness an amusing Volition flub if it is destroyed by a collision with an asteroid (or the Iceni, see below), as Snipes will say the Vasudans have destroyed it regardless of who layed the final blow and/or whether any Vasudans are actually present.&lt;br /&gt;
&lt;br /&gt;
Unfortunately both the Iceni and the Hinton try to jump out at the same waypoint. And have the same speed. This results in a long series of collisions at the node before they jump out. Stay away from them while this is going on, because they will probably jump out at odd angles and you don&#039;t want to get run over. Roughly 50% of the time the Iceni batters the Hinton to death at the node regardless of your efforts. Take that as yet more evidence that the NTF must be destroyed for the good of the Terran race.&lt;br /&gt;
&lt;br /&gt;
This is the only campaign mission where you can actually get Vasudan kills on your list, so do as much damage as possible if for some reason you want those.&lt;br /&gt;
&lt;br /&gt;
It is imperative that you get the Iceni to the node, even though you are an allied operative. If you fail, you will be executed.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
[[NTF Iceni]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Main Freespace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTVA_Colossus&amp;diff=14356</id>
		<title>GTVA Colossus</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTVA_Colossus&amp;diff=14356"/>
		<updated>2007-12-04T13:22:52Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: minor pedantry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoiler}}&lt;br /&gt;
*Freespace 2&lt;br /&gt;
&lt;br /&gt;
{{shipimage|image=[[Image:colossus320x240.jpg]]|caption=The GTVA Colossus}}&lt;br /&gt;
&lt;br /&gt;
The largest space-faring warship ever constructed by [[Terrans]] or [[Vasudans]], the &#039;&#039;&#039;GTVA &#039;&#039;Colossus&#039;&#039;&#039;&#039;&#039; was the result of twenty years of joint effort from dozens of contractors from across the [[Galactic Terran-Vasudan Alliance]].  Logging in with a length of six-kilometers, this behemoth was equipped with over eighty weapon turrets, in addition to over 240 combat spacecraft.&lt;br /&gt;
&lt;br /&gt;
With the offensive power that exceeded most [[GTVA]] battlegroups, the &#039;&#039;Colossus&#039;&#039; was designed to combat the [[Shivans]] upon their return to Allied territory.  The prospective target was one or more [[SD Lucifer|&#039;&#039;Lucifer&#039;&#039;]]-class super-destroyers, and it was deemed that the &#039;&#039;Colossus&#039;&#039; would not only have the firepower not only to destroy such a foe, but also to survive multiple hits from a &#039;&#039;Lucifer&#039;&#039;&#039;s primary weapon system.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The first combat use of the &#039;&#039;Colossus&#039;&#039; was against the [[Neo-Terran Front]].  NTF forces proved to be no match for the &#039;&#039;Colossus&#039;&#039; and her battlegroup, and the rebels made every effort to avoid direct combat with the [[juggernaut]].  It can be truthfully said that it was the &#039;&#039;Colossus&#039;&#039; that was the ultimate factor in the NTF&#039;s collapse.  With his fleet shattered, and the remnants being actively pursued and destroyed by the &#039;&#039;Colossus&#039;&#039;, [[Famous Persons|Admiral Aken Bosch]] gave the order to flee GTVA space to the relative safety of the nebula beyond [[Gamma Draconis]].&lt;br /&gt;
&lt;br /&gt;
With the NTF defeated, the &#039;&#039;Colossus&#039;&#039; was finally to fulfil the role her designers had envisioned for her: the defeat of a Shivan incursion.  However, as it turned out, the challenge was not to be [[SD Lucifer|SD &#039;&#039;Lucifer&#039;&#039;]]-class superdestroyers, but rather a [[SJ Sathanas|SJ &#039;&#039;Sathanas&#039;&#039;]]-class juggernaut.  Twenty years of constant struggle finally culminated with the &#039;&#039;Colossus&#039;&#039;&#039;s destruction of the [[SJ Sathanas|&#039;&#039;Sathanas&#039;&#039;]], all at the cost of moderate damage to the &#039;&#039;Colossus&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All would have been well was it not for the [[Shivans]] possessing multiple juggernauts.  In the closing stages of the Battle of [[Capella]], the &#039;&#039;Colossus&#039;&#039; was deployed to interdict Shivan traffic at the [[Gamma Draconis]] jump node in [[Capella]] to divert enemy forces and attention away from the [[GTD Bastion|&#039;&#039;Bastion&#039;&#039;]], which was en route to collapse the jump corridor to [[Epsilon Pegasi]].  The ploy succeeded, as the [[Shivans]] first deployed a [[SD Ravana]], then a [[SJ Sathanas|SJ &#039;&#039;Sathanas&#039;&#039;]] to engage the &#039;&#039;Colossus&#039;&#039;.  In her weakened state, it was obvious that the &#039;&#039;Colossus&#039;&#039; would not survive an engagement with another &#039;&#039;Sathanas&#039;&#039;-class juggernaut, and Allied Command ordered the &#039;&#039;Colossus&#039;&#039; to withdraw.&lt;br /&gt;
&lt;br /&gt;
However, with the success of the &#039;&#039;Bastion&#039;&#039;&#039;s critical mission in doubt, the &#039;&#039;Colossus&#039;&#039; disobeyed the direct order from Allied Command, and refused to disengage. Subsequently, the &#039;&#039;Colossus&#039;&#039; was destroyed with the loss of all hands.  The thirty-thousand officers and crew of the &#039;&#039;Colossus&#039;&#039; willingly sacrificed themselves to ensure the continued survival of the billions of individuals making up the Terran and Vasudan species, and ultimately, the&lt;br /&gt;
[[Galactic Terran-Vasudan Alliance]].&lt;br /&gt;
&lt;br /&gt;
==Victims of the &#039;&#039;Colossus&#039;&#039;==&lt;br /&gt;
*NTCv &#039;&#039;Hawkwood&#039;&#039; (Destroyed at Enif Station)&lt;br /&gt;
*NTD &#039;&#039;Repulse&#039;&#039; (Admiral Koth&#039;s flagship. Kamikaze attacked the Colossus)&lt;br /&gt;
*NTD &#039;&#039;Andronicus&#039;&#039; (Reported destroyed in Command Briefing)&lt;br /&gt;
*NTC &#039;&#039;Camisard&#039;&#039; (Reported destroyed in Command Briefing)&lt;br /&gt;
*NTC &#039;&#039;Vanguard&#039;&#039; (&#039;&#039;Reported destroyed in Endgame&#039;&#039;)&lt;br /&gt;
*NTCv &#039;&#039;Congreve&#039;&#039; (&#039;&#039;Implied destroyed in Endgame&#039;&#039;)&lt;br /&gt;
*NTCv &#039;&#039;Danton&#039;&#039; (&#039;&#039;Endgame&#039;&#039;)&lt;br /&gt;
*SJ &#039;&#039;Sathanas&#039;&#039; (First, High Noon mission)&lt;br /&gt;
*SD &#039;&#039;Beast&#039;&#039; (Destroyed shortly before the second Shivan juggernaut destroyed the Colossus)&lt;br /&gt;
&lt;br /&gt;
==Quotes==&lt;br /&gt;
&amp;quot;This is the GTVA &#039;&#039;Colossus&#039;&#039;. Fighters, stand clear of hostile warships. All batteries, fire at will!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is the GTVA &#039;&#039;Colossus&#039;&#039;. Admiral Koth, you are ordered to power down your engines immediately and surrender.  The Polaris jump node is blockaded, there is no escape.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You are sacrificing thousands of lives for nothing!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If only Koth had surrendered rather than playing Martyr, his crew would still be alive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A Shivan juggernaut has jumped within range. What&#039;s the status of the [[GTD Bastion|&#039;&#039;Bastion&#039;&#039;]]?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We&#039;ll hold them back here. Just get the [[GTD Bastion|&#039;&#039;Bastion&#039;&#039;]] through!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Colossus, the cutscene==&lt;br /&gt;
&#039;&#039;&#039;Narrator:&#039;&#039;&#039; &#039;&#039;The following is classified level Rho. Unauthorized access is punishable under the GTVA security act, Deneb convention, section 21.3.5. We vanquished the Shivans in the Great War but the hard questions remained. How would we confront the threat of future invasion? The Shivans might return at any time, any place, without warning. How would we fight the next threat to the very existence of our species? In 2345, on the tenth anniversary of the Shivan attack on Ross 128, the Vasudan emperor Khonsu II addressed the newly-formed GTVA General Assembly. The emperor inaugurated an ambitious and unprecedented joint endeavor: The GTVA &#039;&#039;Colossus&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Khonsu II:&#039;&#039;&#039; &#039;&#039;Together we built a civilization on the ruins of the [[Great War]], and now we stand on the threshold of a new era of prosperity and harmony. With Project Colossus, the Vasudan people celebrate our shared covenant of peaceful co-existence and mutual defense of our Terran allies.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Narrator:&#039;&#039;&#039; &#039;&#039;The &#039;&#039;Colossus&#039;&#039; is the most powerful space faring warship ever constructed. Spanning six kilometers from bow to stern, the &#039;&#039;Colossus&#039;&#039; has taken over twenty years to complete. Twelve &#039;&#039;Lucifer&#039;&#039;-class destroyers can fit within its massive hull. Its state-of-the-art weaponry includes forty-five laser turrets, fifteen flak guns, twelve missile batteries, and twelve beam cannons. The &#039;&#039;Colossus&#039;&#039; wields more firepower than five &#039;&#039;Orion&#039;&#039;-class destroyers combined. Sixty fighter and bomber wings are housed in its vast hangar and its crew numbers over thirty thousand. Among its major contractors are industry giants Triton Dynamics, Subach-Innes, and the Akheton Corporation. The alliance now wages war on multiple fronts: in Deneb, Alpha Centuri, Epsilon Pegasi, and the [[Nebula System|mysterious nebula]] beyond Gamma Draconis. Once deployed the &#039;&#039;Colossus&#039;&#039; will end these conflicts swiftly and decisively. If ever the Shivans return to threaten our worlds we will be ready to face the challenge, securing peace for today and for generations to come.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{FS12_Ships}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The GTVA &#039;&#039;Colossus&#039;&#039; resulted from an endeavor unprecedented in Terran or Vasudan history. This 6-kilometer-long behemoth is the result of 20 years of joint effort from dozens of contractors of both races. The &#039;&#039;Colossus&#039;&#039; is the most powerful space-faring warship ever made, bristling with over 80 weapon turrets. It also houses 60 fighter and bomber wings and requires a crew of over 30,000. The firepower of the &#039;&#039;Colossus&#039;&#039; is greater than that of most GTVA battle groups.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===Name origin===&lt;br /&gt;
In Latin, &#039;&#039;colossus&#039;&#039; meant &amp;quot;large statue&amp;quot;. Nowadays in English, a &#039;&#039;colossus&#039;&#039; (lower case, as this is a common name) may refer to anything of giant sizes. &#039;&#039;Colossal&#039;&#039; is a related word.&lt;br /&gt;
&lt;br /&gt;
One of the Seven Wonders of the Ancient World was the Colossus of Rhodes, a giant bronze statue that was constructed over the entrance of the harbour to the city of Rhodes.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Juggernaught|[[Colossus Manufacturers]]|N/A|25.0|N/A|N/A|1 000 000|N/A|6166}}{|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot;|&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Fighter Complement|Fighter Complement]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot;|240 fightercraft (?) (60 wings)&lt;br /&gt;
|}&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:#300505;&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 Turret]]&lt;br /&gt;
| 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Terran Huge Turret]]&lt;br /&gt;
| 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Standard Flak]]&lt;br /&gt;
| 12&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[MX-52]]&lt;br /&gt;
| 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[GTM Piranha|Piranha]]&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[AAAf|Anti-Fighter Beam]]&lt;br /&gt;
| 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[TerSlash|Terran Slashing Beam]]&lt;br /&gt;
| 7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[BGreen|Big Green Beam]]&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&lt;br /&gt;
&#039;&#039;The GTVA Colossus was an excellent warship, equipped perfectly for the job it was designed for.  While engaging the NTF hordes, we always knew the battle was over when the Colossus entered the fray.  The Colossus&#039; demise was one of the bravest sacrifices ever made by a ship in the GTVA. It remained in front of a Sathanas juggernaut, even though it had no chance of surviving, so that the Bastion might reach the Epsilon Pegasi node.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Colossus is really out of its league against the Sathanas, but it was never designed for killing juggernauts. The Colossus&#039; proper role is hunting and killing destroyers, a task at which it excels. It would take a very large number of smaller ships to threaten the Colossus; witness its single-handed destruction of the NTF.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The GTVA Colossus is not that great at killing ships of equal size to it as the above veterans have said. The placement of its main beam turrets are all over the ship, meaning that maximum firepower cannot be directed against heavier ships. However, this does also have its advantages. It means that no capital ship can be in a safe spot from it. It is also loaded with massive amounts of anti-fighter and bomber weaponry, making it a nightmare to attack. These anti-fighter weapons are also located around the main beams of the warship, making it more difficult to disable.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The GTVA Colossus...just saying that makes you get shivers down your spine. When you are fighting out on the &amp;quot;field&amp;quot; and you see the 6-kilometre behemoth, you can&#039;t help but to stop and stare at it. The Colossus in my terms means blond and majestic.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Colossus is a superb ship in my opinion. Its weapon placement ensures no capship or fighter can attack it and stay safe. While not designed to confront ships like the Sathanas, if properly positioned it can take them on and emerge victorious. Its real strength lies in its anti-fighter weaponry and is a killer machine when confronting smaller warships.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It seems odd that it is the largest endeavour in Terran-Vasudan history with so many contractors, and with construction beginning well before the NTF Rebellion, and apparently the NTF and/or the average GTVA pilots didn&#039;t recognize or know about it. I don&#039;t buy it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;According to FRED-made simulations, it takes approximately 25 Nephilims to kill this thing, multiply that by two or three if you involve fighters escorting both the bombers and the Colossus. The Colossus better hope that it can make use of its 200+ plus fighters, because if not, this thing can get owned by bomber attack; most destroyers carry at least 40 fighters and bombers. Only an idiot would attack the Colossus with another capital ship, however; in general, it takes at least 6 destroyers to defeat one Colly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Colossus is to destroyers what a corvette is to a cruiser, bigger and armed well enough to make mince meat out of them, though well positioned destroyers can inflict notable damage to it they will die in the end. For example, if you do nothing to the NTF cruisers in [[Feint! Parry! Riposte!]], they will maneuver into the Collosus&#039; upper-rear blindspot and will beam the Colossus to death over the course of an hour while she is unable to return fire, as all of her beams are mounted on the front or sides.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I think that the weak spots of the Colossus are it&#039;s rear and top although its rear is defended by four [[TerSlash]]es and its top is defended by two. In a custom-made mission, I made the Colossus travel 10 clicks, while being attacked on all sides by destroyers of different variations. I placed a [[GTD Hecate|Hecate]] on the left side, and it was the first to be destroyed. The last warship that got destroyed was the Demon, which I placed in front of and somewhat above it. The only two surviving warships (which took down the Colossus) were the [[GTD Hades|Hades]] and [[GVD Hatshepsut|Hatshepsut]], both of which I had placed at the rear-left and rear-right of the juggernaut respectively.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Unique ships|Colossus]]&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=SJ_Sathanas&amp;diff=14355</id>
		<title>SJ Sathanas</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=SJ_Sathanas&amp;diff=14355"/>
		<updated>2007-12-04T13:19:44Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: some fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;SJ &#039;&#039;Sathanas&#039;&#039;&#039;&#039;&#039; is the most powerful space-faring warship ever encountered by the [[Galactic Terran-Vasudan Alliance|GTVA]].  With four ultra-heavy beam cannons, a Sathanas outstrips even a [[GTVA Colossus|&#039;&#039;Colossus&#039;&#039;-class vessel]] in terms of raw firepower.&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
*Freespace 2&lt;br /&gt;
{{shipimage|image=[[Image:sathanas320x240.jpg]]|caption=The SJ Sathanas}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The prowess of this class was tragically demonstrated when a Sathanas juggernaut destroyed the [[GTVA Colossus|GTVA &#039;&#039;Colossus&#039;&#039;]] in the [[Capella]] system.  The only apparent weakness of the Shivan juggernaut is that the massive beam cannons are concentrated at the bow.  Aside from a comparatively diminuative anti-warship beam cannon at the stern, the other flanks of the massive warship are covered only by point-defense weapons.  However, a Sathanas is still more than able to defend itself and project offensive power via the many hundreds of fighters and bombers it carries in its cavernous hangar. Thus, stopping a juggernaut is almost impossible.  Even the &amp;quot;expedient&amp;quot; of disabling the massive warship is hardly worth considering, due to the numerous redundant engines found on the hull.  In essence, any attack on a &#039;&#039;Sathanas&#039;&#039;-class juggernaut can be considered almost suicidal. Only the &#039;&#039;Colossus&#039;&#039; demonstrated enough firepower to take on a Sathanas.&lt;br /&gt;
&lt;br /&gt;
Its prefix designation, SJ, stands for &amp;quot;Shivan Juggernaut.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The first combat appearance of a Shivan Juggernaut was in the nebula theater, beyond the first [[Knossos]] portal in [[Gamma Draconis]], when the warship destroyed a Vasudan task force assaulting a Shivan gasmining operation.  The GTVA immediately began to withdraw from the nebula, though not before sending a pilot in the new [[GVF Ptah|&#039;&#039;Ptah&#039;&#039;]]-class stealth fighter to scan the vessel. Based on this information, the Alliance launched a targetted bombing mission to eliminate several of the forward beam cannons (there is no canon consensus concerning exactly how many were destroyed, but at least two were taken out) in the Gamma Draconis system, and the [[GTVA Colossus|GTVA &#039;&#039;Colossus&#039;&#039;]] engaged and destroyed the weakened juggernaut after it jumped to the Capella system.&lt;br /&gt;
&lt;br /&gt;
After that victory, the GTVA were confident they could eliminate any threats the Shivans could present, and returned to the nebula with the objective of locating and capturing [[Admiral Aken Bosch]].  However, that goal failed to be achieved as GTVA forces discovered that multiple &#039;&#039;Sathanas&#039;&#039;-class juggernauts were en route to GTVA space.  Gamma Draconis was quickly overrun by the swift advance of the juggernaut fleet, which shortly entered Capella.  In a desperate gamble, the GTVA fleet held the Shivans at bay while civilians were evacuated to [[Epsilon Pegasi]] and [[Vega]].  During the closing stages of the battle, the GTVA &#039;&#039;Colossus&#039;&#039; was destroyed in Capella by a Shivan juggernaut while providing a diversion for the [[GTD Bastion|GTD &#039;&#039;Bastion&#039;&#039;]], which was tasked with collapsing the jump corridor to Epsilon Pegasi.  In a final startling turn of events, the Shivan juggernauts instigated the super-nova of the Capella star as the jump corridor to Vega was destroyed.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
The Shivan juggernaut fleet is the single, most serious threat to the survival of the Terran and Vasudan species. The GTVA barely managed to stop one Sathanas, and even then it was with a warship that took two decades and enormous amounts of resources to construct. An encounter with any more Shivan juggernauts will only be able to be stopped with extreme difficulty. All technical data concerning &#039;&#039;Sathanas&#039;&#039;-class juggernauts has been classified Level Upsilon.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{FS12_Ships}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
Very little is known about the SJ Sathanas class. This juggernaut seems comparable in strength to the GTVA Colossus.  All intelligence concerning the Sathanas has been classified level Upsilon.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&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; | Juggernaut&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]&#039;&#039;&#039;&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 25.0 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;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Armor|Armor]]&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 1 000 000&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 5978 m&lt;br /&gt;
|}&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:#300505;&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;
| [[Shivan Turret Laser]]&lt;br /&gt;
| 22&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Standard Flak]]&lt;br /&gt;
| 11&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Long Range Flak]]&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[GTM Piranha|Piranha]]&lt;br /&gt;
| 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[SAAA|Anti-Fighter Beam]]&lt;br /&gt;
| 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[LRed|Large Red Beam]]&lt;br /&gt;
| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[BFRed|Very Big Red Beam]]&lt;br /&gt;
| 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|&#039;&#039;It would be the best to steer clear of the juggernaut, as it would be suicide to attack it without capital ship support.  However, it is extremely vulnerable to attack from capital ships from the side and the rear, where there are little to no anti capital ship defences.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It is also vulnerable to fighters and bombers if they attack near enough to the weapons subsystems, making it impossible for the anti-fighter beams to reach.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This giant warship is curious, neither the [[GTVA Colossus|Colossus]] nor the Sathanas have very good anti-fighter defenses. A squadron of [[GTM Helios|Helios]] capable bombers can take out all of its main beam cannons, leaving it vulnerable to attack. If it wasn&#039;t for the &amp;quot;supercap&amp;quot; flag, the Sathanas in such a state would be vulnerable to attacks by destroyers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Sathanas, like most FS2 Shivan capital craft, has an attack-oriented design that makes use of the known Shivan superiority at subspace jumping (at least in capital craft) to deal devastating first-strike blows. If itself attacked, it has problems. It has a single other anti-capital beam, an LRed in a &amp;quot;stinger&amp;quot; posistion aft and below; this weapon is not sufficent to prevent the Sathanas from being flanked. The Sathanas&#039; defenses against fightercraft assault are respectable, but as mentioned above poorly sited to defend against an attack on its main armament. (The Colossus is notably superior in this regard.) In a way the Sathanas is a microcosm of the Shivan war machine, which is dependant on continually being on the assault to keep its flaws from being exposed. On the defensive it can still deal out heavy blows, but ultimately it is not prepared for the role. It is worth noting that the only time ingame the Sathanas was actually attacked, by a Vasudan corvette in &amp;quot;A Monster in the Mist&amp;quot;, it was unable to come to grips with its opponent. Even in &amp;quot;High Noon&amp;quot; the Sathanas was essentially on the offensive, in motion towards the statically positioned Colossus.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This is one bigass mother of a ship. However, its defensive capabilities against fighters and bombers are far below par, so you can easily see why I disagree with the first comment. A quick salvo of Helios missiles should take care of the four front beams. The only annoying thing one should be warned about this is the forward flak cannon constantly bombarding your ship. If you can get rid of that, the ship is easily fried into helpless cap-ship fodder. Given an endless amount of time, enough missiles, and enough patience, it&#039;s possible that a single fighter or bomber could take down this juggernaut, as the Shivans apparently weren&#039;t planning on engineering defenses into their cap-ship destroyer. Unless its forward beam turrets are intact, it&#039;s as harmless as a fly (although not easily as squashed). Just be warned not to sit in front of it as it jumps out.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This ship is sooo not to be trifled with. You have to make sure you take out its front beams before you do anything else or you and your fellow Terrans are screwed bigtime.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It is true that a Sathanas &#039;&#039;&#039;CAN&#039;&#039;&#039; be flanked by a smaller warship, but do not underestimate the strength of its rear-facing LRed. Without any fighters or bombers to disable it, even a [[GVD Hatshepsut|Hatshepsut-class]] destroyer may not be able to survive attacking it from behind. If that single turret is destroyed, however, it will change the outcome.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=EAI_Andromeda&amp;diff=14251</id>
		<title>EAI Andromeda</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=EAI_Andromeda&amp;diff=14251"/>
		<updated>2007-11-28T23:57:16Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Inferno_Ships}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;EAI &#039;&#039;Andromeda&#039;&#039;&#039;&#039;&#039; is the massive [[Earth Alliance]] installation in the outer orbit of Mars where the [[TSJ Icanus]] was constructed. It has no weapons to speak of.&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===Inferno R1 Description===&lt;br /&gt;
The Andromeda is the drydock around Mars in which the Icanus super juggernaught was constructed. This station has no armament.&lt;br /&gt;
&lt;br /&gt;
===Inferno: Alliance Standalone Description===&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
===Inferno SCP Description===&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===Name origin===&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Installation|Earth Alliance|N/A|0.0|N/A|N/A|995000|N/A|N/A}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=EAC_Aesacus&amp;diff=14250</id>
		<title>EAC Aesacus</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=EAC_Aesacus&amp;diff=14250"/>
		<updated>2007-11-28T23:54:26Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: was the right &amp;quot;its&amp;quot; before&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Inferno_Ships}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;EAC &#039;&#039;Aesacus&#039;&#039;&#039;&#039;&#039; is the [[Earth Alliance]]&#039;s anti-fighter platform. It is specificately designed to handle wings of hostile spacecraft, and its anti-warship capability is poor.&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===Inferno R1 Description===&lt;br /&gt;
Armed with the EA&#039;s rapid fire projectile turret, the Aesacus is an anti-fighter escort design. A single medium beam cannon and several torpedo banks provide limited firepower against capital ship opponents. The Aesacus has a fast cruiser with enough speed for convoy escort and attack missions.&lt;br /&gt;
&lt;br /&gt;
===Inferno: Alliance Standalone Description===&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
===Inferno SCP Description===&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===Name origin===&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Cruiser|Earth Alliance|N/A|30.0|N/A|N/A|45000|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;INFA SA&#039;&#039;&#039;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#300505;&amp;quot;| &#039;&#039;&#039;INF SCP&#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;
| [[EA RFT]]&lt;br /&gt;
| 14&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Heavy Flak]]&lt;br /&gt;
| 4&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Cruiser Torpedo]]&lt;br /&gt;
| 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Stinger]]&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[MSilv]]&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=EASD_Nemesis&amp;diff=14249</id>
		<title>EASD Nemesis</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=EASD_Nemesis&amp;diff=14249"/>
		<updated>2007-11-28T23:53:11Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: wrong type of its&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Inferno_Ships}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;EASD &#039;&#039;Nemesis&#039;&#039;&#039;&#039;&#039; is the flaghship of the [[Earth Alliance]]. It is a massive superdestroyer armed to the teeth with powerful beam cannons and railguns (only in INF:A SA and INF SCP).&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===Inferno R1 Description===&lt;br /&gt;
The Nemesis is the flagship of the Earth Alliance. An awesome superdestroyer, she dwarfs most capital ships in both the GTVA and EA. Extremely well armed and armored, she also carries her own elite fighter squadrons. She is frequently seen around the Sol Gate, guarding the installation with her multitude of super-heavy beam cannons. The EA maintains the Nemesis as its command ship. &lt;br /&gt;
&lt;br /&gt;
===Inferno: Alliance Standalone Description===&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
===Inferno SCP Description===&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===Name origin===&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Superdestroyer|Earth Alliance|N/A|15.0|N/A|N/A|750000|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;INFA SA&#039;&#039;&#039;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#300505;&amp;quot;| &#039;&#039;&#039;INF SCP&#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;
| [[EA Turret]]&lt;br /&gt;
| 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Heavy Flak]]&lt;br /&gt;
| 4&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Hell Fire]]&lt;br /&gt;
| 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[EA RFT]]&lt;br /&gt;
| 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Stinger]]&lt;br /&gt;
| 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[SSilver]]&lt;br /&gt;
| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[BSilv]]&lt;br /&gt;
| 9&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[BFSilv]]&lt;br /&gt;
| 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=33rd_Heavy_Fighter_Squadron&amp;diff=14207</id>
		<title>33rd Heavy Fighter Squadron</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=33rd_Heavy_Fighter_Squadron&amp;diff=14207"/>
		<updated>2007-11-26T22:09:33Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: wikify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{non-canon}}&lt;br /&gt;
&lt;br /&gt;
==General info==&lt;br /&gt;
&#039;&#039;&#039;Squadron type:&#039;&#039;&#039; Heavy fighter squadron &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Craft used the most:&#039;&#039;&#039; [[GVF Tauret]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stationed on-board:&#039;&#039;&#039; GTI(?) Vega Installation or planetary base &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Squadron leader:&#039;&#039;&#039; &amp;lt;?&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The Thirty-Third Heavy Fighter Squadron was originally formed during the Terran-Vasudan War, where it served as a training and guard unit based on Vasuda Prime. During the Great War, the Thirty-Third was sent into a trap by its commanders, who were Hammer of Light sympathizers, and wiped out by wings from the HLD Prophecy shortly before the Siege of Vasuda Prime.&lt;br /&gt;
The Thirty-Third was reconstituted during the opening days of the NTF Rebellion to serve much the same role in the Vega system, assigned to the Vega System Defense Force. It was the only fighter unit of the Vega SDF not commited to the Battle of Capella, and was therefore the only intact fighter unit in Vega for the SD Famine Crisis; consequently it was called on to serve in most of the major actions of that campaign and distingushed itself.&lt;br /&gt;
&lt;br /&gt;
Like the majority of Vasudan units, due to the great Vasudan emphasis on the importance of langauge, the 33rd has only a number, not a name; names are reserved for units that perform great feats in the service of the Imperium and GTVA.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Cleaning Crew]]&lt;br /&gt;
[[Category:Non-canon squadrons]]&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Post-Capella&amp;diff=13839</id>
		<title>Post-Capella</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Post-Capella&amp;diff=13839"/>
		<updated>2007-11-01T22:11:59Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: really fix link instead of removing it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{non-canon}} &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Post-Capella&#039;&#039;&#039; period is the era which occurs after the [[Destruction of Capella]]&lt;br /&gt;
&lt;br /&gt;
This time period is unclear, and can only be speculated on. However, several things are clear: the millions of Capellan refugees must find a new home, and the [[Knossos]] technology can be used to re-open the jump node to [[Sol]] and re-establish contact. Speculations on the state of Sol, after having been severed from the rest of the GTA in 2335, vary widely. Presumably, the timeline of [[FreeSpace 3]] would have concentrated on this area. Arguments and any probable timelines will be posted here.&lt;br /&gt;
&amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;&lt;br /&gt;
===Two weeks after Capella incident===&lt;br /&gt;
Starting point for the Technological Superiority campaign.&lt;br /&gt;
&lt;br /&gt;
===2371===&lt;br /&gt;
Starting point of the [[Twisted Infinities]] campaign.&lt;br /&gt;
&lt;br /&gt;
===2374===&lt;br /&gt;
Starting point of the [[Lost Souls]] campaign&lt;br /&gt;
&lt;br /&gt;
===2374===&lt;br /&gt;
Starting point of the [[BlackWater Operations]] campaign&lt;br /&gt;
&lt;br /&gt;
===2375===&lt;br /&gt;
Starting point of the [[Scroll of Atankharzim]] campaign.&lt;br /&gt;
&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;silver&amp;quot;&amp;gt;&lt;br /&gt;
===23??===&lt;br /&gt;
Construction of the Terran Knossos device completed.&lt;br /&gt;
&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;&lt;br /&gt;
===2400===&lt;br /&gt;
Starting point of the [[Inferno]] campaign. Approximate starting point of the [[Machina Terra]] Project.&lt;br /&gt;
&lt;br /&gt;
===4021===&lt;br /&gt;
Starting point of the [[Starforce]] Mod.&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;NB: Many of these mods do not reference each others timelines, and so conflicting storylines can, and frequently do occur.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The Second Shivan Incursion]]&#039;&#039;&#039; :PREVIOUS&lt;br /&gt;
&lt;br /&gt;
[[Category: History]]&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Choosing_dimensions&amp;diff=13348</id>
		<title>Choosing dimensions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Choosing_dimensions&amp;diff=13348"/>
		<updated>2007-10-22T01:49:06Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: some fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When making textures for models always use dimensions that are equal to 2&amp;lt;sup&amp;gt;n&amp;lt;/sup&amp;gt; (2 to the power of some number), this means these numbers:&lt;br /&gt;
&lt;br /&gt;
 16, 32, 64, 128, 256, 512, 1024, 2048, 4096 etc.&lt;br /&gt;
&lt;br /&gt;
*16 is the smallest texture FS2 will deal with, using anything smaller is a waste.&lt;br /&gt;
&lt;br /&gt;
*256 is a special value because without changing a registry setting D3DuseLargeTextures (or using the launcher &amp;quot;Use Large textures&amp;quot;) this is the largest texture that can be used by the engine without it having to cut into sections. This is also the maximum texture size for voodoo 2 &amp;amp; 3 cards.&lt;br /&gt;
&lt;br /&gt;
*1024 - This is the maximum texture size for many older cards that aren&#039;t voodoo, a TNT2 for example would have this maximum.&lt;br /&gt;
&lt;br /&gt;
*4096 - This is the maximum for a Geforce 4 card, however make sure you consider your texture sizes carefully a 4096x4096 (16 bit) texture takes up about 34 Meg, that&#039;s more memory for one texture than the TNT2 has in in total.&lt;br /&gt;
&lt;br /&gt;
So what happens if you don&#039;t use these magic numbers? The engine will use the next one up. So if your texture is 257x257 then the texture will be 512x512 and the image will either be stretched across this larger area or the extra space will be wasted.&lt;br /&gt;
&lt;br /&gt;
Remember that texturing is one of the most time consuming things your card has to deal with, with bad texture sizes its easy to waste processor time without making the result look any better.&lt;br /&gt;
&lt;br /&gt;
The same goes for most other textures (and anims) in FS2 and all other games, the exception to this is interface art. e.g. the main hall background, this texture won&#039;t look good if it is stretched in the Y direction to 480 or 768 because the smoothing code is different.&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Operation_Savior&amp;diff=13306</id>
		<title>Operation Savior</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Operation_Savior&amp;diff=13306"/>
		<updated>2007-10-17T23:38:04Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: fix link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General==&lt;br /&gt;
&#039;&#039;&#039;Staff:&#039;&#039;&#039;&lt;br /&gt;
*[[User:Ngtm1r|Ngtm1r]]: Storyline, FREDding, playtesting.&lt;br /&gt;
&#039;&#039;&#039;Mods included:&#039;&#039;&#039;&lt;br /&gt;
What the heck is a mod?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Number of Missions:&#039;&#039;&#039; 5&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Force entry into Polaris in the early hours of the NTF Rebellion, rescue loyalist elements of the 6th Fleet and Polaris System Defense Force, and escape with your life.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
FSO required. Installation as standard, drop in a folder in your FSO directory and use -mod command line. Beware of lurking table files in your data folder.&lt;br /&gt;
&lt;br /&gt;
==FREDder&#039;s Notes==&lt;br /&gt;
I overcompensated from my previous campaign being too easy. Turn down your difficulty a notch when playing. &lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
[http://www.geocities.com/ngtm1r/OperationSavior.zip The Campaign]&lt;br /&gt;
&lt;br /&gt;
[http://www.nukelol.com/downloads/freespacefiles/campaigns/OperationSavior.zip Operation Savior Nukelol Mirror]&lt;br /&gt;
&lt;br /&gt;
[[Category:User-made_Campaigns]]&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Derelict&amp;diff=13305</id>
		<title>Derelict</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Derelict&amp;diff=13305"/>
		<updated>2007-10-17T23:36:59Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: some fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Derelict}}&lt;br /&gt;
&lt;br /&gt;
{| border=0 align=right cellpadding=4 cellspacing=1 width=30% 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;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|&#039;&#039;&#039;&#039;&#039;Mod Info&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Derelict Mission Walkthrough]]&lt;br /&gt;
|}&lt;br /&gt;
==General Info==&lt;br /&gt;
*&#039;&#039;&#039;Original Authors:&#039;&#039;&#039; John &#039;Agatheron&#039; Crowdis, Chris &#039;Kellan&#039; Regan, Robert &#039;Dark&#039; Wild, and Rodrigo &#039;Styxx&#039; Barni.&lt;br /&gt;
*&#039;&#039;&#039;Update Author:&#039;&#039;&#039;  Blaise Russel.&lt;br /&gt;
*&#039;&#039;&#039;Missions:&#039;&#039;&#039; 46&lt;br /&gt;
*&#039;&#039;&#039;Mods included:&#039;&#039;&#039;&lt;br /&gt;
*[[GTA Cypher]]&lt;br /&gt;
*[[GTB Hydra]]&lt;br /&gt;
*[[Shivan Knossos]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SCP Required&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Derelict is widely considered to be one of the best user-created mods. Derelict SCP was enhanced in 2006 by a complete set of voiceovers, in addition, several of the missions have been cleaned up.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
Five years have passed since the jump node to the Capella system was collapsed, sealing off a massive wave of Shivan Juggernaughts from pushing further into GTVA space. The supernova and subsequent nebula hang like a growing scar throughout the GTVA as light from that event continues to spread across our worlds.&lt;br /&gt;
&lt;br /&gt;
The loss of Capella created serious economic hardship throughout the Alliance, a new Great Depression is upon us. The complete loss of the planetary resources and economic foundation of a rich world was devastating in its own right, but that is not all. Two hundred million refugees continue to walk the stars, seeking a new home. Some have settled, while others have been forced to move from place to place, hoping that the next place may welcome them with open arms.&lt;br /&gt;
&lt;br /&gt;
While the Galactic Terran-Vasudan Alliance continues to hold, the current depression has given way to political instability. Local governments rise and fall as often lunar tides, organized crime and piracy have prospered in a black market environment. It seems no one is immune. Radical voices are raising echoes not heard since the blood cries of the Neo-Terran Front. The Ghosts of the past are catching up with us.&lt;br /&gt;
&lt;br /&gt;
Since collapsing the Capella Jump Node, the recovering GTVA Fleet has spent much of its time and resources in police actions. Our own resources are taxed to the limit, and yet still we have the challenge to live up to our calling. Even so, it is alarming that there are those who are starting to take matters into their own hands.&lt;br /&gt;
&lt;br /&gt;
What happens in the political arena is not our concern today. As part of the GTVA forces, ours is to keep space safe for our citizens&lt;br /&gt;
&lt;br /&gt;
You are to take a new tour of duty with the 212th Silver Scythes squadron in the Tau Sigma cluster, a remote group of systems beyond the Altair Jump Node. These are mining colonies, and while the GTVA presence is small, it is nontheless important.&lt;br /&gt;
&lt;br /&gt;
This is not an easy assignment, pilot. You will often be working in less-than-ideal conditions, but we trust that your skill will help to bring some much needed relief to this region.&lt;br /&gt;
&lt;br /&gt;
==Player Comments==&lt;br /&gt;
{{Comment|Definitely download worthy. One of the best user made campaign I ever played with brilliant atmosphere.&lt;br /&gt;
&lt;br /&gt;
A masterpiece of user made campaigns. Hailed by many as one of the best. Great in depth storyline, atmosphere and intense action. ~ KR&lt;br /&gt;
&lt;br /&gt;
Renowned by many to be the best FreeSpace 2 fan-made campaign made, Derelict is definitely worth a (several) play through(s)&lt;br /&gt;
&lt;br /&gt;
I believe this campaign could easily be considered one of the best ever made. You do not believe me? Then go play it! It is a jewel, a well polished one!}}&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
*[http://nix1999.shackspace.com/ Download Site] provided by ShackSpace&lt;br /&gt;
*[http://www.hard-light.net/forums/index.php?topic=38019.0.html Release Thread]&lt;br /&gt;
*[http://freespace.volitionwatch.com/derelict/index.shtml Derelict on Volition Watch]&lt;br /&gt;
*[http://www.nukelol.com/downloads/freespacefiles/campaigns/derelict_scp/derelict.zip Derelict SCP Nukelol Mirror]&lt;br /&gt;
&lt;br /&gt;
[[Category:User-made_Campaigns]]&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Template:Derelict&amp;diff=13223</id>
		<title>Template:Derelict</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Template:Derelict&amp;diff=13223"/>
		<updated>2007-10-13T22:09:56Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: all derelict is non-canon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;[[Category:Derelict|{{PAGENAME}}]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates|Derelict]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{non-canon}}&lt;br /&gt;
&lt;br /&gt;
{| border=0 cellpadding=4 cellspacing=0 style=&amp;quot;margin: 0 auto 0 auto; background: #302020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Image:Derelict_logo.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Surrender,_Belisarius!&amp;diff=13137</id>
		<title>Surrender, Belisarius!</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Surrender,_Belisarius!&amp;diff=13137"/>
		<updated>2007-10-10T23:32:25Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: some interesting things&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=The Place of Chariots|first=Surrender, Belisarius|campaign=Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;ACT 1, MISSION 1&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
;Fighter squadron:[[53rd Hammerheads]]&lt;br /&gt;
;Description: The 53rd Hammerheads, GTD Aquitaine, must defend a convoy of Vasudan transports escaping Cygnus Prime.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
The GTVA are evacuating Cygnus Prime. Vasudan refugees are leaving the system in transport. The Aquitaine launches the Hammerheads to reinforce a fleeing Vasudan convoy.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
This is an easy mission, quite good as a warm-up to the game. You have to defend a convoy of Vasudan transports, designated Kappa wing. Not many [[NTF]] forces attack them, just a few [[GTF Hercules]]-class fighters. In this mission, you can learn how to put the [[GTM MX-64]] Rockeye FnF (Fire &amp;amp; Forget) missile to good use. Most pilots underestimate these missiles, and prefer the [[GTM Tempest]] dumbfire rockets.&lt;br /&gt;
&lt;br /&gt;
You can lose at maximum of one Vasudan transport. However, keeping them both alive is preferred, of course. This is an easy standard to attain, just fire continually and accurately, and both transports will survive. Once the transports reach their destination waypoint, a [[GVD Hatshepsut]]-class Vasudan destroyer, the [[GVD Psamtik]], jumps in.&lt;br /&gt;
&lt;br /&gt;
After her arrival, an enemy warship, the [[GTCv Deimos]]-class NTCv Belisarius, also jumps in. Hit the Belisarius at least once before the Psamtik slashes her in half, and you will get the whole score for that kill (note: some older versions of FSO did not do this because of a bug). You can make your approach while the Psamtik is trying to convince the captain of the Belisarius to surrender. If your hull strength is low, do not risk this trick, as the Belisarius is well-armed with anti-fighter defenses. You may also hit her with one or two Rockeyes instead, which can be shot from outside of the corvette&#039;s defenses range, scoring a kill without risking your life.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
*[[GVD Psamtik]]&lt;br /&gt;
*NTCv Belisarius&lt;br /&gt;
&lt;br /&gt;
==New equipment==&lt;br /&gt;
*[[GTF Myrmidon]]&lt;br /&gt;
*[[GTW Subach HL-7]]&lt;br /&gt;
*[[GTM MX-64]]&lt;br /&gt;
*[[GTM Tempest]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Main Freespace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Fan_sites&amp;diff=13051</id>
		<title>Fan sites</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Fan_sites&amp;diff=13051"/>
		<updated>2007-10-05T22:40:12Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
&lt;br /&gt;
Any information read on any of the sites indicated below are not considered canon, because all of them are &#039;fan sites&#039;.&lt;br /&gt;
&lt;br /&gt;
==Sites==&lt;br /&gt;
&lt;br /&gt;
*[http://www.hard-light.net/ Hard Light Productions] (Best-known fan site)&lt;br /&gt;
::Has been in existence since 2001, this site has the largest and most popular forum to talk about items related to FreeSpace. This is also the location of several projects, usually referred as Hosted projects. The site also has a mild amount of mods uploaded in the main page, but links to almost all possible mods can be reached from the forums in different threads.&lt;br /&gt;
&lt;br /&gt;
::The best-known Hosted projects are the [[FSSCP Introduction|Source Code Project]] and [[Inferno]].&lt;br /&gt;
&lt;br /&gt;
*[http://scp.indiegames.us/news.php The Source Code Project] (Main site)&lt;br /&gt;
::Contains information about the latest [[SCP builds]] as well as troubleshooting and numerous programs used for modding FreeSpace.&lt;br /&gt;
&lt;br /&gt;
*[http://fs2.kissifrot.com/ Skippy&#039;s campaign list]&lt;br /&gt;
::Valuable site for campaign and mission hunters, not only for those who are interested in modding FreeSpace on any level. This is the currently best-known collection of campaigns.&lt;br /&gt;
&lt;br /&gt;
*[http://www.hades-combine.com Hades Combine]&lt;br /&gt;
::A comprehensive collection of FreeSpace mods. The mods are uploaded by requests or nomination. Visit the Hades Combine forums to make a request.&lt;br /&gt;
&lt;br /&gt;
*[http://www.volitionwatch.com Volition Watch]&lt;br /&gt;
::Volition Watch is one of the oldest FreeSpace fan sites known, containing a large amount of  downloads from the apex times of FreeSpace. The site is still updated nowadays, by the hands of an esteemed community member.&lt;br /&gt;
&lt;br /&gt;
*[http://www.descent-freespace.com Descent FreeSpace]&lt;br /&gt;
::More downloads in case you have not yet found what you are looking for on the previous sites. The FreeSpace Source code is also available from here.&lt;br /&gt;
&lt;br /&gt;
*[http://homepage.ntlworld.com/karajorma/freespace/intro.html The FreeSpace Oracle]&lt;br /&gt;
::Covers general advice about anything related to FreeSpace, mostly FREDding, modelling and troubleshooting. You can also find useful links on this site.&lt;br /&gt;
::&#039;&#039;This website is usually mentioned as Karajorma&#039;s FreeSpace FAQ&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.expage.com/06palaro Hippo&#039;s FreeSpace site]&lt;br /&gt;
::Information about how to get FreeSpace.&lt;br /&gt;
&lt;br /&gt;
*[http://w3.enternet.hu/fscult/ The FSCult]&lt;br /&gt;
::Main site of the Centaur Project. You can also find downloadable COB files of old Volition ships from here as well as some mission backgrounds.&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Friendly_wing_names&amp;diff=12992</id>
		<title>Friendly wing names</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Friendly_wing_names&amp;diff=12992"/>
		<updated>2007-10-02T22:56:16Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Volition used letters of the Greek alphabet to designate friendly wings.&lt;br /&gt;
&lt;br /&gt;
*Alpha&lt;br /&gt;
*Beta&lt;br /&gt;
*Gamma&lt;br /&gt;
*Delta&lt;br /&gt;
*Epsilon&lt;br /&gt;
*Zeta&lt;br /&gt;
*Eta&lt;br /&gt;
*Theta&lt;br /&gt;
*Iota&lt;br /&gt;
*Kappa&lt;br /&gt;
*Lambda&lt;br /&gt;
*Mu&lt;br /&gt;
*Nu&lt;br /&gt;
*Xi&lt;br /&gt;
*Omicron&lt;br /&gt;
*Pi&lt;br /&gt;
*Rho&lt;br /&gt;
*Sigma&lt;br /&gt;
*Tau&lt;br /&gt;
*Upsilon&lt;br /&gt;
*Phi&lt;br /&gt;
*Chi&lt;br /&gt;
*Psi&lt;br /&gt;
*Omega&lt;br /&gt;
&lt;br /&gt;
Alpha 1 is nearly always the player&#039;s character.  Alpha through Kappa (with the notable exception of Eta, which rarely appears) are used regularly for fighter wings.  Lambda is used frequently for transports and freighters.  Omega is used occasionally for transports.  In FS1 missions with allied Terrans and Vasudans, Terran wings are usually from the first half of the alphabet while Vasudan wings are usually from the second half of the alphabet. The only FreeSpace 1 missions that violate this &amp;quot;rule&amp;quot; are [[The Great Hunt]] and [[Good Luck]] (with Epsilon wing of Thoths). Therefore, this cannot be taken as a canon convention, but instead a preference of certain Volition mission designers, like Shivan wing naming patterns.&lt;br /&gt;
&lt;br /&gt;
A mission designer need not follow this naming system, although this system is very common among mission designers.&lt;br /&gt;
&lt;br /&gt;
[[Category:FRED]]&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Source_Code_Project_index&amp;diff=12855</id>
		<title>Source Code Project index</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Source_Code_Project_index&amp;diff=12855"/>
		<updated>2007-09-27T22:54:26Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: wikify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;For a summary on how to get started with FreeSpace 2, click [[Getting_started_with_FreeSpace_2|here]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Getting Started with the FreeSpace Source Code Project (FSSCP)===&lt;br /&gt;
&lt;br /&gt;
#[[FSSCP Introduction]]&lt;br /&gt;
#[[Getting FreeSpace]]&lt;br /&gt;
#Installing FreeSpace 2 (FS2) Open&lt;br /&gt;
#*[[FreeSpace Open Installer|Using the FreeSpace Open (FSO) Installer]]&lt;br /&gt;
#*[[Installing fs2_open|Manual Installation Guide (Steps to take if not using the FSO Installer)]]&lt;br /&gt;
#*[[Fs2_open_on_Linux|Linux Installation Guide]]&lt;br /&gt;
&lt;br /&gt;
====Optional Post-Install Information====&lt;br /&gt;
*[[Installing mods for fs2_open|Installing Mods for FS2 Open]]&lt;br /&gt;
*[[Troubleshooting]]&lt;br /&gt;
*[[Bug Reporting]]&lt;br /&gt;
&lt;br /&gt;
====Errata====&lt;br /&gt;
*[[FS2 Status Page]]&lt;br /&gt;
*[[FS2 data installation]]&lt;br /&gt;
&amp;lt;!-- This data installation section need to be revised and moved to the install section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Getting Started with Development===&lt;br /&gt;
*[[Getting the FreeSpace2: SCP Source Code|Getting the Source Code]]&lt;br /&gt;
*[[Coding In C]]&lt;br /&gt;
*[[Linux CVS Howto]]&lt;br /&gt;
&amp;lt;!-- This list should be made more comprehensive --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*[[Freespace 2 EULA Issues]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Tables&amp;diff=12854</id>
		<title>Tables</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Tables&amp;diff=12854"/>
		<updated>2007-09-27T22:53:25Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: wikify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Tables&#039;&#039;&#039; are the major data files in [[Portal:Freespace 1|FreeSpace]] and [[Portal:Freespace 2|FreeSpace 2]]. Compared with many other games, they are highly intuitive and easy to edit, requiring no special tools other than notepad. For more detail on specific tables, see the links below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Full list of tables can be found in [[:Category:Tables]] page. &amp;lt;br&amp;gt;In-depth modular tables info can be found in [[Modular Tables]] page.&lt;br /&gt;
&lt;br /&gt;
Information on how FreeSpace uses tables can be found on the [[Freespace 2 Directory Structure|FreeSpace 2 Directory Structure]] page.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Table files==&lt;br /&gt;
&lt;br /&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;Tables files and related code files&#039;&#039;&#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;| [[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;| [[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.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/hud/&#039;&#039;&#039;hudshield.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;/missions/&#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;| [[Menu.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/menuui/&#039;&#039;&#039;snazzyui.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;| [[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;| [[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;
|}&lt;br /&gt;
&lt;br /&gt;
In general tables files are simple unformatted text files&lt;br /&gt;
 &lt;br /&gt;
===.tbl files===&lt;br /&gt;
&lt;br /&gt;
These files are the basic FreeSpace table used for defining various aspects of the game. Game reads only single .tbl choosing the one it encounters first while parsing the game directories.&lt;br /&gt;
&lt;br /&gt;
===.tbm files===&lt;br /&gt;
&lt;br /&gt;
These files are [[Modular Tables]] files. They can be used for adding content to the &#039;base&#039; tables or to modify the data from those files.&lt;br /&gt;
&lt;br /&gt;
For usage info and important notes, see [[Modular Tables]].&lt;br /&gt;
&lt;br /&gt;
===Notes of certain table files===&lt;br /&gt;
&lt;br /&gt;
====Hardcoded table files====&lt;br /&gt;
&lt;br /&gt;
Some of the table files are not actually required as the basic version has been written directly to the code. However these can be overridden by table files present in game directories.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These files are not present in standard FreeSpace 2 .vp files&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[Ai_profiles.tbl]]&lt;br /&gt;
*[[Autopilot.tbl]]&lt;br /&gt;
*[[iff_defs.tbl]]&lt;br /&gt;
*[[Objecttypes.tbl]]&lt;br /&gt;
*[[Species_defs.tbl]]&lt;br /&gt;
&lt;br /&gt;
====Optional table files====&lt;br /&gt;
&lt;br /&gt;
Certain tables are not found from the code nor do they belong to the basic table set. These tables are parsed if game detects them&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These files are not present in standard FreeSpace 2 .vp files&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[Armor.tbl]]&lt;br /&gt;
*[[Scripting.tbl]]&lt;br /&gt;
&lt;br /&gt;
====Obsolete table files====&lt;br /&gt;
&lt;br /&gt;
Some table files have since been &#039;retired&#039; and they are no longer needed with FreeSpace Open&lt;br /&gt;
&lt;br /&gt;
*[[Hud.tbl]]&lt;br /&gt;
&lt;br /&gt;
==Important notes==&lt;br /&gt;
&lt;br /&gt;
===Table entries must be ordered===&lt;br /&gt;
&lt;br /&gt;
*As a general rule, &#039;&#039;&#039;&#039;&#039;all the table entries must be ordered&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*Keep the order shown in the following help sections for each table in both normal tables (tbl files) and [[Modular Tables]] (tbm files). If you don&#039;t do it, you can get parser errors on FS2 or FRED2 loading when they are reading them.&lt;br /&gt;
&lt;br /&gt;
==Brief descriptions of table files==&lt;br /&gt;
&lt;br /&gt;
*In all the table help pages, SCP added entries are usually marked with infoboxes that mark the branch there the particular feature has added to.&lt;br /&gt;
:*&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;{{Table36| text}}&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; gives 3.6.x branch box&lt;br /&gt;
{{Table36| text}}&lt;br /&gt;
:*&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;{{Table37| text}}&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; gives 3.7 branch box&lt;br /&gt;
{{Table37| text}}&lt;br /&gt;
*For full list of table related pages and links see [[:Category:Tables]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables|*]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
&lt;br /&gt;
[[Category:File Types]]&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Technologies&amp;diff=12812</id>
		<title>Technologies</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Technologies&amp;diff=12812"/>
		<updated>2007-09-27T20:45:33Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: wikified&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fighter and bomber equipment==&lt;br /&gt;
*[[Monodirectional laser gun]]&lt;br /&gt;
*[[Afterburner]]&lt;br /&gt;
*[[Shields]]&lt;br /&gt;
*[[Countermeasures]]&lt;br /&gt;
*[[Intersystem jump drives]]&lt;br /&gt;
&lt;br /&gt;
==Large ship equipment==&lt;br /&gt;
*[[Turrets]]&lt;br /&gt;
*[[Beam weapons]]&lt;br /&gt;
*[[Flak guns]]&lt;br /&gt;
*[[Radar Dish]]&lt;br /&gt;
&lt;br /&gt;
==Common equipment==&lt;br /&gt;
*[[Armouring]]&lt;br /&gt;
*[[Subspace Drives]]&lt;br /&gt;
*[[Reactor]]&lt;br /&gt;
&lt;br /&gt;
==Special technologies==&lt;br /&gt;
*[[ETAK]]&lt;br /&gt;
*[[Advance Warning and Control System | AWACS]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Technologies]]&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTVA_Colossus&amp;diff=12695</id>
		<title>GTVA Colossus</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTVA_Colossus&amp;diff=12695"/>
		<updated>2007-09-23T22:12:05Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoiler}}&lt;br /&gt;
*Freespace 2&lt;br /&gt;
&lt;br /&gt;
{{shipimage|image=[[Image:colossus320x240.jpg]]|caption=The GTVA Colossus}}&lt;br /&gt;
&lt;br /&gt;
The largest space-faring warship ever constructed by [[Terrans]] or [[Vasudans]], the &#039;&#039;&#039;GTVA &#039;&#039;Colossus&#039;&#039;&#039;&#039;&#039; was the result of twenty years of joint effort from dozens of contractors from across the [[Galactic Terran-Vasudan Alliance]].  Logging in with a length of six-kilometers, this behemoth was equipped with over eighty weapon turrets, in addition to over 240 combat spacecraft.&lt;br /&gt;
&lt;br /&gt;
With the offensive power that exceeded most [[GTVA]] battlegroups, the &#039;&#039;Colossus&#039;&#039; was designed to combat the [[Shivans]] upon their return to Allied territory.  The prospective target was one or more [[SD Lucifer|&#039;&#039;Lucifer&#039;&#039;]]-class super-destroyers, and it was deemed that the &#039;&#039;Colossus&#039;&#039; would not only have the firepower not only to destroy such a foe, but also to survive multiple hits from a &#039;&#039;Lucifer&#039;&#039;&#039;s primary weapon system.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The first combat use of the &#039;&#039;Colossus&#039;&#039; was against the [[Neo-Terran Front]].  NTF forces proved to be no match for the &#039;&#039;Colossus&#039;&#039; and her battlegroup, and the rebels made every effort to avoid direct combat with the [[juggernaut]].  It can be truthfully said that it was the &#039;&#039;Colossus&#039;&#039; that was the ultimate factor in the NTF&#039;s collapse.  With his fleet shattered, and the remnants being actively pursued and destroyed by the &#039;&#039;Colossus&#039;&#039;, [[Famous Persons|Admiral Aken Bosch]] gave the order to flee GTVA space to the relative safety of the nebula beyond [[Gamma Draconis]].&lt;br /&gt;
&lt;br /&gt;
With the NTF defeated, the &#039;&#039;Colossus&#039;&#039; was finally to fulfil the role her designers had envisioned for her: the defeat of a Shivan incursion.  However, as it turned out, the challenge was not to be [[SD Lucifer|SD &#039;&#039;Lucifer&#039;&#039;]]-class superdestroyers, but rather a [[SJ Sathanas|SJ &#039;&#039;Sathanas&#039;&#039;]]-class juggernaut.  Twenty years of constant struggle finally culminated with the &#039;&#039;Colossus&#039;&#039;&#039;s destruction of the [[SJ Sathanas|&#039;&#039;Sathanas&#039;&#039;]], all at the cost of moderate damage to the &#039;&#039;Colossus&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All would have been well was it not for the [[Shivans]] possessing multiple juggernauts.  In the closing stages of the Battle of [[Capella]], the &#039;&#039;Colossus&#039;&#039; was deployed to interdict Shivan traffic at the [[Gamma Draconis]] jump node in [[Capella]] to divert enemy forces and attention away from the [[GTD Bastion|&#039;&#039;Bastion&#039;&#039;]], which was en route to collapse the jump corridor to [[Epsilon Pegasi]].  The ploy succeeded, as the [[Shivans]] first deployed a [[SD Ravana]], then a [[SJ Sathanas|SJ &#039;&#039;Sathanas&#039;&#039;]] to engage the &#039;&#039;Colossus&#039;&#039;.  In her weakened state, it was obvious that the &#039;&#039;Colossus&#039;&#039; would not survive an engagement with another &#039;&#039;Sathanas&#039;&#039;-class juggernaut, and Allied Command ordered the &#039;&#039;Colossus&#039;&#039; to withdraw.&lt;br /&gt;
&lt;br /&gt;
However, with the success of the &#039;&#039;Bastion&#039;&#039;&#039;s critical mission in doubt, the &#039;&#039;Colossus&#039;&#039; disobeyed the direct order from Allied Command, and refused to disengage. Subsequently, the &#039;&#039;Colossus&#039;&#039; was destroyed with the loss of all hands.  The thirty-thousand officers and crew of the &#039;&#039;Colossus&#039;&#039; willingly sacrificed themselves to ensure the continued survival of the billions of individuals making up the Terran and Vasudan species, and ultimately, the&lt;br /&gt;
[[Galactic Terran-Vasudan Alliance]].&lt;br /&gt;
&lt;br /&gt;
==Victims of the &#039;&#039;Colossus&#039;&#039;==&lt;br /&gt;
*NTCv &#039;&#039;Hawkwood&#039;&#039; (Destroyed at Enif Station)&lt;br /&gt;
*NTD &#039;&#039;Repulse&#039;&#039; (Admiral Koth&#039;s flagship. Kamikaze attacked the Colossus)&lt;br /&gt;
*NTD &#039;&#039;Andronicus&#039;&#039; (Reported destroyed in Command Briefing)&lt;br /&gt;
*NTC &#039;&#039;Camisard&#039;&#039; (Reported destroyed in Command Briefing)&lt;br /&gt;
*NTC &#039;&#039;&#039;Vanguard&#039;&#039; (&#039;&#039;Reported destroyed in Endgame&#039;&#039;)&lt;br /&gt;
*NTCv &#039;&#039;Congreve&#039;&#039; (&#039;&#039;Implied destroyed in Endgame&#039;&#039;)&lt;br /&gt;
*NTCv &#039;&#039;Danton&#039;&#039; (&#039;&#039;Endgame&#039;&#039;)&lt;br /&gt;
*SJ &#039;&#039;Sathanas&#039;&#039; (First, High Noon mission)&lt;br /&gt;
*SD &#039;&#039;Beast&#039;&#039; (Destroyed shortly before the second Shivan juggernaut destroyed the Colossus)&lt;br /&gt;
&lt;br /&gt;
==Quotes==&lt;br /&gt;
&amp;quot;This is the GTVA &#039;&#039;Colossus&#039;&#039;. Fighters, stand clear of hostile warships. All batteries, fire at will!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is the GTVA &#039;&#039;Colossus&#039;&#039;. Admiral Koth, you are ordered to power down your engines immediately and surrender.  The Polaris jump node is blockaded, there is no escape.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You are sacrificing thousands of lives for nothing!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If only Koth had surrendered rather than playing Martyr, his crew would still be alive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A Shivan juggernaut has jumped within range. What&#039;s the status of the [[GTD Bastion|&#039;&#039;Bastion&#039;&#039;]]?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We&#039;ll hold them back here. Just get the [[GTD Bastion|&#039;&#039;Bastion&#039;&#039;]] through!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Colossus, the cutscene==&lt;br /&gt;
&#039;&#039;&#039;Narrator:&#039;&#039;&#039; &#039;&#039;The following is classified level Rho. Unauthorized access is punishable under the GTVA security act, Deneb convention, section 21.3.5. We vanquished the Shivans in the Great War but the hard questions remained. How would we confront the threat of future invasion? The Shivans might return at any time, any place, without warning. How would we fight the next threat to the very existence of our species? In 2345, on the tenth anniversary of the Shivan attack on Ross 128, the Vasudan emperor Khonsu II addressed the newly-formed GTVA General Assembly. The emperor inaugurated an ambitious and unprecedented joint endeavor: The GTVA &#039;&#039;Colossus&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Khonsu II:&#039;&#039;&#039; &#039;&#039;Together we built a civilization on the ruins of the [[Great War]], and now we stand on the threshold of a new era of prosperity and harmony. With Project Colossus, the Vasudan people celebrate our shared covenant of peaceful co-existence and mutual defense of our Terran allies.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Narrator:&#039;&#039;&#039; &#039;&#039;The &#039;&#039;Colossus&#039;&#039; is the most powerful space faring warship ever constructed. Spanning six kilometers from bow to stern, the &#039;&#039;Colossus&#039;&#039; has taken over twenty years to complete. Twelve &#039;&#039;Lucifer&#039;&#039;-class destroyers can fit within its massive hull. Its state-of-the-art weaponry includes forty-five laser turrets, fifteen flak guns, twelve missile batteries, and twelve beam cannons. The &#039;&#039;Colossus&#039;&#039; wields more firepower than five &#039;&#039;Orion&#039;&#039;-class destroyers combined. Sixty fighter and bomber wings are housed in its vast hangar and its crew numbers over thirty thousand. Among its major contractors are industry giants Triton Dynamics, Subach-Innes, and the Akheton Corporation. The alliance now wages war on multiple fronts: in Deneb, Alpha Centuri, Epsilon Pegasi, and the [[Nebula System|mysterious nebula]] beyond Gamma Draconis. Once deployed the &#039;&#039;Colossus&#039;&#039; will end these conflicts swiftly and decisively. If ever the Shivans return to threaten our worlds we will be ready to face the challenge, securing peace for today and for generations to come.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{FS12_Ships}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The GTVA &#039;&#039;Colossus&#039;&#039; resulted from an endeavor unprecedented in Terran or Vasudan history. This 6-kilometer-long behemoth is the result of 20 years of joint effort from dozens of contractors of both races. The &#039;&#039;Colossus&#039;&#039; is the most powerful space-faring warship ever made, bristling with over 80 weapon turrets. It also houses 60 fighter and bomber wings and requires a crew of over 30,000. The firepower of the &#039;&#039;Colossus&#039;&#039; is greater than that of most GTVA battle groups.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Juggernaught|[[Colossus Manufacturers]]|N/A|25.0|N/A|N/A|1 000 000|N/A|6166}}{|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot;|&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Fighter Complement|Fighter Complement]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot;|240 fightercraft (?) (60 wings)&lt;br /&gt;
|}&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:#300505;&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 Turret]]&lt;br /&gt;
| 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Terran Huge Turret]]&lt;br /&gt;
| 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Standard Flak]]&lt;br /&gt;
| 12&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[MX-52]]&lt;br /&gt;
| 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[GTM Piranha|Piranha]]&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[AAAf|Anti-Fighter Beam]]&lt;br /&gt;
| 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[TerSlash|Terran Slashing Beam]]&lt;br /&gt;
| 7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[BGreen|Big Green Beam]]&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&lt;br /&gt;
&#039;&#039;The GTVA Colossus was an excellent warship, eqipped perfectly for the job it was designed for.  While engaging the NTF hordes, we always knew the battle was over when the Colossus entered the fray.  The Colossus&#039; demise was one of the bravest sacrifices ever made by a ship in the GTVA. It remained in front of a Sathanas juggernaut, even though it had no chance of surviving, so that the Bastion might reach the Epsilon Pegasi node.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Colossus is really out of its league against the Sathanas, but it was never designed for killing juggernauts. The Colossus&#039; proper role is hunting and killing destroyers, a task at which it excels. It would take a very large number of smaller ships to threaten the Colossus; witness its single-handed destruction of the NTF.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The GTVA Colossus is not that great at killing ships of equal size to it as the above veterans have said. The placement of its main beam turrets are all over the ship, meaning that maximum firepower cannot be directed against heavier ships. However this does also have its advantages. It means that no capital ship can be in a safe spot from it. It is also loaded with massive amounts of anti-fighter and bomber weaponry, making it a nightmare to attack. These anti-fighter weapons are also located around the main beams of the warship, making it more difficult to disable.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The GTVA Colossus...just saying that makes you get shivers down your spine. When you are fighting out on the &amp;quot;field&amp;quot; and you see the 6 kilometre behemoth, you can&#039;t help but to stop and stare at it. The Colossus in my terms means blond and majestic.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Colossus is a superb ship in my opinion. It&#039;s weapon placement ensures no capship or fighter can attack it and stay safe. While not designed to confront ships like the Sathanas, if properly positioned it can take them on and emerge victorious. Its real strength lies in its anti-fighter weaponry and is a killer machine when confronting smaller warships.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It seems odd that it is the largest endeavour in Terran-Vasudan history with so many contractors, and with construction beginning well before the NTF Rebellion, and apparently the NTF and/or the average GTVA pilots didn&#039;t recognize or know about it. I don&#039;t buy it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;According to FRED-made simulations, it takes approximately 25 Nephilims to kill this thing, multiply that by two or three if you involve fighters escorting both the bombers and the Collossus. The Colossus better hope that it can make use of its 200+ plus fighters, because if not, this thing can get owned by bomber attack; most destroyers carry at least 40 fighters and bombers. Only an idiot would attack the Colossus with another capital ship, however.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Colossus is to destroyers what a corvette is to a cruiser, bigger and armed well enough to make mince meat out of them, though well positiond destroyers can inflict notable damage to it they will die in the end. Like corvettes it needs help taking anything of comparable size.}}&lt;br /&gt;
[[Category:Unique ships|Colossus]]&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Feature_Requests&amp;diff=12653</id>
		<title>Feature Requests</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Feature_Requests&amp;diff=12653"/>
		<updated>2007-09-20T23:27:14Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: adhere to the English language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is primarily to serve as a database for feature requests for the Source Code Project.&lt;br /&gt;
&lt;br /&gt;
== New Requests ==&lt;br /&gt;
&lt;br /&gt;
=== Internal Cockpit View - HUD System Changes ===&lt;br /&gt;
In order to get a more immersive in-cockpit view than we currently have, there are a number of nessecary changes.&lt;br /&gt;
The short-term system changes would primarily involve:&lt;br /&gt;
* An option somewhere to turn cockpit view on or off.&lt;br /&gt;
* Placing a specified &#039;standard cockpit model&#039; POF in the mission with it&#039;s eyepoint lined up with the players in-ship viewpoint.&lt;br /&gt;
* A way to move or replicate the HUD and all it&#039;s functionality to fit in with the standard cockpit model. (This would most likely involve completing the HUD_guages.tbl feature, but it would also involve a way to define an alternate &#039;in cockpit&#039; HUD component layout)&lt;br /&gt;
&lt;br /&gt;
In the long term this feature would involve:&lt;br /&gt;
* Being able to define a different internal cockpit on a per-ship basis.&lt;br /&gt;
* Different internal cockpit models would need to be associated with different HUD component layouts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The changes are described in detail in this thread [http://www.hard-light.net/forums/index.php/topic,48726.msg990018.html#msg990018 here.]&lt;br /&gt;
&lt;br /&gt;
I&#039;m more than willing to help out any coders who do take this on in regards to the modeling/texturing/interface art side of things. --[[User: VA|VA]]&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Supported By:&#039;&#039;&#039; FSU, Twisted Infinities&lt;br /&gt;
&lt;br /&gt;
=== Orders for bomber turrets ===&lt;br /&gt;
Currently, bomber turrets only attack your target, which makes them usless as defensive weapons. The idea is to be able to order your turret and make it useful. Added comm options would be:&lt;br /&gt;
&lt;br /&gt;
*turret: (keypress shift-1),&lt;br /&gt;
**protect me&lt;br /&gt;
**sync to gun (acts as a gunpoint)&lt;br /&gt;
**attack my target&lt;br /&gt;
**defend all friendlies&lt;br /&gt;
**attack any hostile&lt;br /&gt;
*all turrets: (keypress shift-2)&lt;br /&gt;
**protect me&lt;br /&gt;
**sync to gun (acts as a gunpoint)&lt;br /&gt;
**attack my target&lt;br /&gt;
**defend all friendlies&lt;br /&gt;
*attack any hostile&lt;br /&gt;
&lt;br /&gt;
(This idea is modified from one from the thread &amp;quot;actually useful bomber turrets&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Supported By:&#039;&#039;&#039; several comunity members.&lt;br /&gt;
&lt;br /&gt;
=== Infinite landscapes ===&lt;br /&gt;
===&amp;gt; Author, please read talk section on this.&lt;br /&gt;
&lt;br /&gt;
The ability to have a landscape (ground model) that repeats infinately. A lot like the current sytem of just making landcapes and placing a few, but toggleable in FRED.&lt;br /&gt;
Added option in &amp;quot;backround editor&amp;quot; would be:&lt;br /&gt;
landscape model&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Supported By:&#039;&#039;&#039; Freespace: Arcade (unadvertised mod), Starforce&lt;br /&gt;
&lt;br /&gt;
=== Multiple shield meshes ===&lt;br /&gt;
You can have an individual shield mesh for each part of the ship. It would also allow you to shield certain turrets, important parts, ect. and not shield everything else.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Supported By:&#039;&#039;&#039; freespace: arcade (unadvertised mod)&lt;br /&gt;
&lt;br /&gt;
=== Toggleable subsystems ===&lt;br /&gt;
Support for subsystems that can be turned on and off (ie when &#039;off&#039;, act as though they never existed - are untargetable, leave behind no damage LOD, do not take damage, cannot be collided with, etc.) This would be useful for ships where someone might want to remove or swap a subsystem (ie fighter cockpits could have Terran and Vasudan versions). The ability to do this with turrets too would be great.&lt;br /&gt;
:* &#039;&#039;&#039;Supported By:&#039;&#039;&#039; Shadows of Lylat, Twisted Infinities, [[Fringespace]], The Sagitta Project&lt;br /&gt;
&lt;br /&gt;
=== Minefields ===&lt;br /&gt;
&lt;br /&gt;
Just like asteroid fields, only they&#039;re mines, and they explode violently instead of burning up. &lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Supported By:&#039;&#039;&#039; Starforce&lt;br /&gt;
&lt;br /&gt;
=== Ship headlights ===&lt;br /&gt;
&lt;br /&gt;
Ship headlights/floodlights that actually cast light on objects.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Supported By:&#039;&#039;&#039; Starforce&lt;br /&gt;
&lt;br /&gt;
=== Maximum asteroid number increase ===&lt;br /&gt;
&lt;br /&gt;
From 256 to 1024+ (possibly use depth culling to reduce rendering load).&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Supported By:&#039;&#039;&#039; Starforce&lt;br /&gt;
&lt;br /&gt;
=== Gatling Turrets ===&lt;br /&gt;
Support for Gatling gun turrets, which work same as a regular multipart turret but has an extra subobject (child of the barel) that rotates while the turret is firing.&lt;br /&gt;
:* &#039;&#039;&#039;Supported By:&#039;&#039;&#039; Nukemod - Children of Shiva, The Sagitta Project&lt;br /&gt;
&lt;br /&gt;
=== Submodel Animation Triggers &amp;amp; Upgrades ===&lt;br /&gt;
Trigger Requests:&lt;br /&gt;
* Subspace - Performs animation on entrance to supspace, and undoes when a ship comes out of subspace, and acts as a initial position if the &amp;quot;mission takes place in subspace&amp;quot; flag is set.&lt;br /&gt;
*Weapon Fire - Performs animation when weapon is fired and undoes it before the weapon can fire again.&lt;br /&gt;
*Sexp - Animation triggered by sexp.&lt;br /&gt;
*Flight Control - Triggered by the the activation, toggle or motion of a particular flight control.&lt;br /&gt;
Requested Upgrades:&lt;br /&gt;
*Support for submodel translation within the submodel animation code. (It *can* already be done, but only with scripting)&lt;br /&gt;
*Support for &amp;quot;model-relative&amp;quot; movement in addition to &amp;quot;current submodel position-relative&amp;quot; movement that already exists.&lt;br /&gt;
*Incremental movement - moves a submodel to the position indicated, but does not undo the motion.&lt;br /&gt;
*Glowpoint linking - Make it possible to activate/deactivate/toggel a certain bank/slot of glowpoint(s).&lt;br /&gt;
*Counter-rotate option - allow an object to inherit its parent&#039;s motion while counter-rotating, usefull for translation effect.&lt;br /&gt;
*Increase heirarchy depth instance limit to at least 10 levels of heirarchy.&lt;br /&gt;
*Simple linked animation support - Support for animations liked with flight controls and other variable setting ship controls, usefull for making animated cockpit controls, control surfaces, and thrust vectoring nozzels.&lt;br /&gt;
:* &#039;&#039;&#039;Supported By:&#039;&#039;&#039; Nukemod - Children of Shiva, Twisted Infinities, [[Starfox:_Shadows_of_Lylat|Shadows of Lylat]], [[Fringespace]], The Sagitta Project&lt;br /&gt;
&lt;br /&gt;
=== 3D Muzzle Flashes ===&lt;br /&gt;
Support for pof based 3d muzzel flashes. perhaps also add variables for scale factor and fade speed. &lt;br /&gt;
:* &#039;&#039;&#039;Supported By:&#039;&#039;&#039; Nukemod - Children of Shiva&lt;br /&gt;
&lt;br /&gt;
=== Arrays and Other Collections ===&lt;br /&gt;
Support for FRED using arrays or other collections (or both) in a similar fashion to variables as there is currently no way to directly associate two variables with each other. Obviously some way to search the collection for a certain value would be needed. &lt;br /&gt;
:* &#039;&#039;&#039;Supported By:&#039;&#039;&#039; MindGames, [[The Babylon Project]], Twisted Infinities&lt;br /&gt;
&lt;br /&gt;
=== Warping Without Vortex ===&lt;br /&gt;
Adds another checkbox to the arrival and departure cues for ships and wings, to disable rendering of the warp vortex, but will preserve all other aspescts of conventional warping, such as the arrival/departure speeds and deceleration/accelleration.  Current option to disable warp rendering, will cause ship to appear and disappear without movement.&lt;br /&gt;
:* &#039;&#039;&#039;Supported By:&#039;&#039;&#039; [[The Babylon Project]], [[Fringespace]]&lt;br /&gt;
&lt;br /&gt;
=== Convergence Firing ===&lt;br /&gt;
Also called &amp;quot;X-Firing&amp;quot;, allows a weapon to have secondary source effects so that a weapon can appear to gain a charge boost from converging fire from other sources on the model.  Could be either a beam or a standard primary.  Would require additional data in the weapon table entry, for effects to be used and timing of the secondary prior to the main firing sequence, as well as data on the turret entry in the ships table, indicating co-ords for where the secondary effects will originate, and the number of secondary sources.&lt;br /&gt;
:* &#039;&#039;&#039;Supported By:&#039;&#039;&#039; [[The Babylon Project]], [[Fringespace]]&lt;br /&gt;
&lt;br /&gt;
=== Adjustable Weapon Convergence ===&lt;br /&gt;
&lt;br /&gt;
Add an ability in-game to adjust the distance from the firing points where a fighter/bomber&#039;s weapons will converge on a specific point, in distance from the ship (i.e. 100 m, 300 m, etc).&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;Supported By:&#039;&#039;&#039; [[Beyond the Red Line]], [[Star Wars Conversion]], [[Fringespace]]&lt;br /&gt;
&lt;br /&gt;
=== Cinematic Controls ===&lt;br /&gt;
&lt;br /&gt;
Add in a large number of commands in FRED to make in-mission cut scenes easier to do and with more exact control. The full list is as follows:&lt;br /&gt;
* FirePrimary (Ship) (# seconds)&lt;br /&gt;
* FireSecondary (Ship) (# times)&lt;br /&gt;
* FireCM (Ship) (# times)&lt;br /&gt;
* FireTurret (Ship) (Turret) (Target &amp;lt;co-ords or ship&amp;gt;) (# times)&lt;br /&gt;
* MoveRotation (Ship) (Degrees)&lt;br /&gt;
* MoveSmoothFP (Ship) (Waypoint)&lt;br /&gt;
* IgnoreAllButOrders (Ship)&lt;br /&gt;
* UseAfterburner (Ship) (# seconds)&lt;br /&gt;
* ForwardShields (Ship) (# Times)&lt;br /&gt;
* RightShields (Ship) (# Times)&lt;br /&gt;
* RearShields (Ship) (# Times)&lt;br /&gt;
* LeftShields (Ship) (# Times)&lt;br /&gt;
* TogglePrimaryB1 (Ship)&lt;br /&gt;
* TogglePrimaryB2 (Ship)&lt;br /&gt;
* ToggleSecondaryB1 (Ship)&lt;br /&gt;
* ToggleSecondaryB2 (Ship)&lt;br /&gt;
* ToggleSecondaryB3 (Ship)&lt;br /&gt;
* SetDoublePrimary (Ship)&lt;br /&gt;
* SetDoubleSecondary (Ship) (Bank)&lt;br /&gt;
* CounterDestroysMissile (Target Ship) (Firing Ship)&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;Supported By:&#039;&#039;&#039; The Sagitta Project&lt;br /&gt;
&lt;br /&gt;
== In Progress ==&lt;br /&gt;
=== Customizable ship types ===&lt;br /&gt;
Add a new table (or an addendum to ships.tbl) that would allow modders to turn on and off individual aspects of ship types, as well as define new ones. Type should be settable in the $Flags: variable, just as it is now, and the :V: defaults should be integrated so that they may be overriden by mods.&lt;br /&gt;
:* &#039;&#039;&#039;Supported By:&#039;&#039;&#039; [[The Babylon Project]], Twisted Infinities, [[Fringespace]]&lt;br /&gt;
&lt;br /&gt;
== Partially Complete ==&lt;br /&gt;
&lt;br /&gt;
=== Side Multipart Turrets ===&lt;br /&gt;
Support for fully rotating turrets on the sides of ships.&lt;br /&gt;
:* &#039;&#039;&#039;Supported By:&#039;&#039;&#039; [[Beyond the Red Line]], [[The Babylon Project]], [[Wing Commander Saga]], Nukemod - Children of Shiva, [[Star Wars Conversion|Fate of the Galaxy]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Implemented. See [http://www.hard-light.net/forums/index.php/topic,43524.0.html Bobboau&#039;s Turret Build]&#039;&#039;&#039; &#039;&#039;However&#039;&#039;, changes have since been put &#039;&#039;&#039;on hiatus&#039;&#039;&#039; due to code incompatibilites, in both stable and HEAD builds.&lt;br /&gt;
&lt;br /&gt;
== Implemented ==&lt;br /&gt;
&lt;br /&gt;
=== Flak Screen ===&lt;br /&gt;
Ability to set detonation range/time for flak shots so that flak weapons could fire at approaching ships beyond their &#039;detonation range&#039; thus generating a flak screen in front of the approaching ships with the flak explosions. Preferably with little variance in the exact detonation time as there is always a little variance in normal flak explosions. Beams already support this sort of firing with +range: option.&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Wanderer|Wanderer]] 10:56, 9 Dec 2005 (GMT)&lt;br /&gt;
:* &#039;&#039;&#039;Supported By:&#039;&#039;&#039; The Apocalypse Project&lt;br /&gt;
&lt;br /&gt;
=== Submodel Animation Triggers &amp;amp; Upgrades ===&lt;br /&gt;
*Afterburners - Performs animation when afterburners are used and undoes the anumation when they go off.&lt;br /&gt;
*Turret Fire - Performs animation when a particular turret is fired and undoes it before the turret can fire again.&lt;br /&gt;
&lt;br /&gt;
=== Muzzle Flashes and Turrets ===&lt;br /&gt;
Extented support for muzzle flashes so that all turreted weapons could use the muzzle flashes.&lt;br /&gt;
:* &#039;&#039;&#039;Supported By:&#039;&#039;&#039; [[Starfox:_Shadows_of_Lylat|Shadows of Lylat]], Twisted Infinities&lt;br /&gt;
&lt;br /&gt;
=== Limited Sensor Range For Non-Primitive Sensors ===&lt;br /&gt;
Self-explanatory. Implemented, see [[SCP SEXPs#radar set max range|Radar set max range]]. [[User:Shade|Shade]] 23:52, 17 August 2007 (CDT)&lt;br /&gt;
:*&#039;&#039;&#039;Supported By:&#039;&#039;&#039; Starforce&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Multimedia_Files&amp;diff=12652</id>
		<title>Multimedia Files</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Multimedia_Files&amp;diff=12652"/>
		<updated>2007-09-20T23:22:00Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: fix title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The FreeSpace 2 Open engine is able to use several different &#039;&#039;&#039;mediamedia file formats&#039;&#039;&#039; for audio, animation and video playbacks. Retail FreeSpace 2 used the [[Wikipedia:Wav|.WAV]] and &#039;&#039;&#039;.ANI&#039;&#039;&#039; file formats, but the currently the FreeSpace 2 Open supports several [[Wikipedia:Ogg|.OGG]] container files as well. Support for [[Wikipedia:Mp3|.MP3]] file format was removed in favor of the .OGG. Game engine also supports special &#039;&#039;&#039;.EFF&#039;&#039;&#039; animations.&lt;br /&gt;
&lt;br /&gt;
==OGG==&lt;br /&gt;
&#039;&#039;&#039;.OGG&#039;&#039;&#039;, or Ogg (see [[Wikipedia:Ogg|Ogg file format]]), is a file format for compressed multimedia files and a popular competitor to [[Wikipedia:Mp3|.MP3]].  Unlike MP3, Ogg uses an open-source, open-standard format and a permissive license, both of which allow it to be incorporated into the FS2_Open source code.  Also unlike MP3, Ogg is a [[Wikipedia:Container_format|container format]], meaning that it can contain video data (via the [[Wikipedia:Theora|Theora codec ]]) in addition to audio data (via the [[Wikipedia:Vorbis|Vorbis codec]]).&lt;br /&gt;
&lt;br /&gt;
Since Ogg delivers significantly smaller file sizes than [[Wikipedia:Wav|.WAV]], while retaining substantially the same level of audio quality, it is becoming more and more frequently used in FSO-targeted mods.  Ogg is not, however, a lossless format -- i.e., it is not possible to exactly reconstruct the original data from an .OGG file because some is &amp;quot;lost&amp;quot; in the conversion process.  This is not usually a problem, however, because a high-quality .OGG file is usually indistinguishable from the source.  The lossless counterpart to Ogg Vorbis is [[Wikipedia:Free_Lossless_Audio_Codec|.FLAC]], which can be contained in Ogg also.&lt;br /&gt;
&lt;br /&gt;
Vorbis uses a quality parameter between -1 and 10 as a measure of quality. 5 is the default, giving around 160kbps. The higher the number, the higher the quality, but anything over 5 is probably pointless.&lt;br /&gt;
&lt;br /&gt;
Audacity and Goldwave are two popular programs that allow .WAV files to be converted to .OGG Vorbis audio.  Audacity is Free Software, while Goldwave is shareware that ceases to function after a period of time. [http://www.rarewares.org/ogg-oggdropxpd.php oggdropXPd] is an useful drag-and-drop encoder.&lt;br /&gt;
&lt;br /&gt;
Please note that this is a fso feature and is not supported by the original retail FreeSpace 2.&lt;br /&gt;
&lt;br /&gt;
==WAV==&lt;br /&gt;
The most common sound file format. WAVs are uncompressed and take up a larger amount of space than almost any other sound file type, so consider converting them to the [[*.OGG|.OGG]] format (supported only by SCP) before including them in your campaign. Audacity and Goldwave are two examples of programs that can make this conversion. [http://www.rarewares.org/ogg-oggdropxpd.php oggdropXPd] is an useful drag-and-drop encoder.&lt;br /&gt;
&lt;br /&gt;
==ANI==  &lt;br /&gt;
FreeSpace uses the .ANI format for animation effects. It can be used either for an effect (explosions, etc.), an interface animation, or as a ship texture.&lt;br /&gt;
*[http://www.swooh.com/lorenzo/files/aniview11.exe AniView, an ANI-viewing utility]&lt;br /&gt;
*[http://www.swooh.com/lorenzo/files/anib32b2.exe AniBuilder, a utility that can create ANI files out of a series of 16 bit images]&lt;br /&gt;
&lt;br /&gt;
===Creating an ANI file===&lt;br /&gt;
&lt;br /&gt;
Using AniBuilder (link provided above), one can create new .ANI files from .AVI movies.&lt;br /&gt;
&lt;br /&gt;
To create your own .ANI:&lt;br /&gt;
&lt;br /&gt;
#Set up a scene in a 3D animation program or in FreeSpace. Volition used [[Wikipedia:3ds_Max|3ds Max]] (an expensive modeling program) for their animations.&lt;br /&gt;
#Using a free recording software such as for example [http://www.planetgamecam.com GameCam] to record the scene.&lt;br /&gt;
#Use for example [http://www.radgametools.com/bnkdown.htm Bink] to convert the AVI into a series of 16-bit (or less) PCX files, as AniBuilder will not accept non-PCX images, or images of more than 16 bit color depth. &lt;br /&gt;
#Use AniBuilder to convert the PCX files to an ANI.&lt;br /&gt;
&lt;br /&gt;
==EFF==&lt;br /&gt;
FreeSpace 2 uses the .EFF ASCII format text files to store information about animated effects. These animated effects can be used for various effects such as in game animations and animated textures. Please note that this is a fso feature and is not supported by the original retail FreeSpace 2.&lt;br /&gt;
&lt;br /&gt;
===Creation of EFF animation===&lt;br /&gt;
*For EFF animation all the individual frames of the animation have to be present in one of the [[Graphic Files|graphic file formats]] supported by the game engine.&lt;br /&gt;
*All files related to the .EFF animation have to named so that the name of actual .EFF animation forms the basic structure of the filename. &lt;br /&gt;
**&#039;&#039;&#039;Graphic files&#039;&#039;&#039; add the 4 digit number - that identifies the frame where the file is used - after the animation name, starting from 0 (example_0000.dds, example_0001.dds etc.)&lt;br /&gt;
**&#039;&#039;&#039;ASCII file&#039;&#039;&#039; contains the information of the animation (example.eff)&lt;br /&gt;
&lt;br /&gt;
===Contents of .EFF file===&lt;br /&gt;
&lt;br /&gt;
====$Type:====&lt;br /&gt;
*Defines the file format of the graphics file used for the .EFF animation&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, for example &#039;&#039;DDS&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Frames:====&lt;br /&gt;
*Defines the length of the number of the frames in the animation&lt;br /&gt;
*Syntax; &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$FPS:====&lt;br /&gt;
*Used &#039;&#039;optionally&#039;&#039; to define the &#039;&#039;&#039;frames per second&#039;&#039;&#039; value for the animation&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&lt;br /&gt;
Let&#039;s say you have three .dds (tga and pcx are also acceptable) files (named 1_000, 1_0001, and 1_0002) you want to make into an animation, but you don&#039;t want to use anibuild and therefore comprimise quality.&lt;br /&gt;
&lt;br /&gt;
Your .eff file would be like this:&lt;br /&gt;
&lt;br /&gt;
Filename (the filename, not information to be entered. This must match up with characters before _xxxx in frames): 1.eff&lt;br /&gt;
&lt;br /&gt;
 $Type: DDS&lt;br /&gt;
 $Frames: 3&lt;br /&gt;
 $FPS: 5&lt;br /&gt;
&lt;br /&gt;
This .eff effect file would display one frame after another at 5 frames a second, skipping back to the beginning at the end. Please note that .eff cannot be used for streaming files (head animations, icons, mainhall, cbanis, ect.) and is meant ONLY for weapon/explosion effects and animated textures.&lt;br /&gt;
&lt;br /&gt;
[[Category:File Types]]&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Multimedia_Files&amp;diff=12651</id>
		<title>Multimedia Files</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Multimedia_Files&amp;diff=12651"/>
		<updated>2007-09-20T23:21:33Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: english language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The FreeSpace 2 Open engine is able to use several different &#039;&#039;&#039;mediamedia file formats&#039;&#039;&#039; for audio, animation and video playbacks. Retail FreeSpace 2 used the [[Wikipedia:Wav|.WAV]] and &#039;&#039;&#039;.ANI&#039;&#039;&#039; file formats, but the currently the FreeSpace 2 Open supports several [[Wikipedia:Ogg|.OGG]] container files as well. Support for [[Wikipedia:Mp3|.MP3]] file format was removed in favor of the .OGG. Game engine also supports special &#039;&#039;&#039;.EFF&#039;&#039;&#039; animations.&lt;br /&gt;
&lt;br /&gt;
==OGG==&lt;br /&gt;
&#039;&#039;&#039;.OGG&#039;&#039;&#039;, or Ogg (see [[Wikipedia:Ogg|Ogg file format]]), is a file format for compressed multimedia files and a popular competitor to [[Wikipedia:Mp3|.MP3]].  Unlike MP3, Ogg uses an open-source, open-standard format and a permissive license, both of which allow it to be incorporated into the FS2_Open source code.  Also unlike MP3, Ogg is a [[Wikipedia:Container_format|container format]], meaning that it can contain video data (via the [[Wikipedia:Theora|Theora codec ]]) in addition to audio data (via the [[Wikipedia:Vorbis|Vorbis codec]]).&lt;br /&gt;
&lt;br /&gt;
Since Ogg delivers significantly smaller file sizes than [[Wikipedia:Wav|.WAV]], while retaining substantially the same level of audio quality, it is becoming more and more frequently used in FSO-targeted mods.  Ogg is not, however, a lossless format -- i.e., it is not possible to exactly reconstruct the original data from an .OGG file because some is &amp;quot;lost&amp;quot; in the conversion process.  This is not usually a problem, however, because a high-quality .OGG file is usually indistinguishable from the source.  The lossless counterpart to Ogg Vorbis is [[Wikipedia:Free_Lossless_Audio_Codec|.FLAC]], which can be contained in Ogg also.&lt;br /&gt;
&lt;br /&gt;
Vorbis uses a quality parameter between -1 and 10 as a measure of quality. 5 is the default, giving around 160kbps. The higher the number, the higher the quality, but anything over 5 is probably pointless.&lt;br /&gt;
&lt;br /&gt;
Audacity and Goldwave are two popular programs that allow .WAV files to be converted to .OGG Vorbis audio.  Audacity is Free Software, while Goldwave is shareware that ceases to function after a period of time. [http://www.rarewares.org/ogg-oggdropxpd.php oggdropXPd] is an useful drag-and-drop encoder.&lt;br /&gt;
&lt;br /&gt;
Please note that this is a fso feature and is not supported by the original retail FreeSpace 2.&lt;br /&gt;
&lt;br /&gt;
==WAV==&lt;br /&gt;
The most common sound file format. WAVs are uncompressed and take up a larger amount of space than almost any other sound file type, so consider converting them to the [[*.OGG|.OGG]] format (supported only by SCP) before including them in your campaign. Audacity and Goldwave are two examples of programs that can make this conversion. [http://www.rarewares.org/ogg-oggdropxpd.php oggdropXPd] is an useful drag-and-drop encoder.&lt;br /&gt;
&lt;br /&gt;
==ANI==  &lt;br /&gt;
FreeSpace uses the .ANI format for animation effects. It can be used either for an effect (explosions, etc.), an interface animation, or as a ship texture.&lt;br /&gt;
*[http://www.swooh.com/lorenzo/files/aniview11.exe AniView, an ANI-viewing utility]&lt;br /&gt;
*[http://www.swooh.com/lorenzo/files/anib32b2.exe AniBuilder, a utility that can create ANI files out of a series of 16 bit images]&lt;br /&gt;
&lt;br /&gt;
===Creating an ANI file===&lt;br /&gt;
&lt;br /&gt;
Using AniBuilder (link provided above), one can create new .ANI files from .AVI movies.&lt;br /&gt;
&lt;br /&gt;
To create your own .ANI:&lt;br /&gt;
&lt;br /&gt;
#Set up a scene in a 3D animation program or in FreeSpace. Volition used [[Wikipedia:3ds_Max|3ds Max]] (an expensive modeling program) for their animations.&lt;br /&gt;
#Using a free recording software such as for example [http://www.planetgamecam.com GameCam] to record the scene.&lt;br /&gt;
#Use for example [http://www.radgametools.com/bnkdown.htm Bink] to convert the AVI into a series of 16-bit (or less) PCX files, as AniBuilder will not accept non-PCX images, or images of more than 16 bit color depth. &lt;br /&gt;
#Use AniBuilder to convert the PCX files to an ANI.&lt;br /&gt;
&lt;br /&gt;
==EFF==&lt;br /&gt;
FreeSpace 2 uses the .EFF ASCII format text files to store information about animated effects. These animated effects can be used for various effects such as in game animations and animated textures. Please note that this is a fso feature and is not supported by the original retail FreeSpace 2.&lt;br /&gt;
&lt;br /&gt;
===Creation of EFF animation===&lt;br /&gt;
*For EFF animation all the individual frames of the animation have to be present in one of the [[Graphic Files|graphic file formats]] supported by the game engine.&lt;br /&gt;
*All files related to the .EFF animation have to named so that the name of actual .EFF animation forms the basic structure of the filename. &lt;br /&gt;
**&#039;&#039;&#039;Graphic files&#039;&#039;&#039; add the 4 digit number - that identifies the frame where the file is used - after the animation name, starting from 0 (example_0000.dds, example_0001.dds etc.)&lt;br /&gt;
**&#039;&#039;&#039;ASCII file&#039;&#039;&#039; contains the information of the animation (example.eff)&lt;br /&gt;
&lt;br /&gt;
===Contents of .EFF file===&lt;br /&gt;
&lt;br /&gt;
====$Type:====&lt;br /&gt;
*Defines the file format of the graphics file used for the .EFF animation&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, for example &#039;&#039;DDS&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Frames:====&lt;br /&gt;
*Defines the length of the number of the frames in the animation&lt;br /&gt;
*Syntax; &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$FPS:====&lt;br /&gt;
*Used &#039;&#039;optionally&#039;&#039; to define the &#039;&#039;&#039;frames per second&#039;&#039;&#039; value for the animation&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Example=====&lt;br /&gt;
&lt;br /&gt;
Let&#039;s say you have three .dds (tga and pcx are also acceptable) files (named 1_000, 1_0001, and 1_0002) you want to make into an animation, but you don&#039;t want to use anibuild and therefore comprimise quality.&lt;br /&gt;
&lt;br /&gt;
Your .eff file would be like this:&lt;br /&gt;
&lt;br /&gt;
Filename (the filename, not information to be entered. This must match up with characters before _xxxx in frames): 1.eff&lt;br /&gt;
&lt;br /&gt;
 $Type: DDS&lt;br /&gt;
 $Frames: 3&lt;br /&gt;
 $FPS: 5&lt;br /&gt;
&lt;br /&gt;
This .eff effect file would display one frame after another at 5 frames a second, skipping back to the beginning at the end. Please note that .eff cannot be used for streaming files (head animations, icons, mainhall, cbanis, ect.) and is meant ONLY for weapon/explosion effects and animated textures.&lt;br /&gt;
&lt;br /&gt;
[[Category:File Types]]&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=User_talk:Akenbosch&amp;diff=12650</id>
		<title>User talk:Akenbosch</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=User_talk:Akenbosch&amp;diff=12650"/>
		<updated>2007-09-20T23:17:10Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does not understand the importance of the shift and period keys. &lt;br /&gt;
[[User:Supernova|Supernova]] 18:05, 20 September 2007 (CDT)&lt;br /&gt;
: Indeed, I shall fix the errors so far. [[User:Bruce89|Bruce89]] 18:17, 20 September 2007 (CDT)&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=User:Akenbosch&amp;diff=12649</id>
		<title>User:Akenbosch</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=User:Akenbosch&amp;diff=12649"/>
		<updated>2007-09-20T23:16:38Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: moved&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=User_talk:Akenbosch&amp;diff=12648</id>
		<title>User talk:Akenbosch</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=User_talk:Akenbosch&amp;diff=12648"/>
		<updated>2007-09-20T23:16:28Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: move to talk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does not understand the importance of the shift and period keys. &lt;br /&gt;
[[User:Supernova|Supernova]] 18:05, 20 September 2007 (CDT)&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=SCv_Moloch&amp;diff=12538</id>
		<title>SCv Moloch</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=SCv_Moloch&amp;diff=12538"/>
		<updated>2007-09-14T13:21:23Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
{{shipimage|image=[[Image:moloch320x240.jpg]]|caption=The SCv Moloch}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS2 Demo Tech Room Description===&lt;br /&gt;
This big Shivan Mama is loaded with turrety goodness. Moloch is the name of another larger form of Aeshma, a many armed, many weaponed Indian goddess.&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
Only one class of Shivan ship is classified as a corvette - the SCv Moloch class. Though they&#039;re physically as large as the GTCv Deimos class, Molochs do not seem to pack the same punch. They are far more deadly than any Shivan cruisers, however.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&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; | Corvette&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]&#039;&#039;&#039;&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manuverablity|Manuverability]]&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 30.0 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;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Armor|Armor]]&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 80 000&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 724 m&lt;br /&gt;
|}&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:#300505;&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;
| [[Shivan Turret Laser]]&lt;br /&gt;
| 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Standard Flak]]&lt;br /&gt;
| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Heavy Flak]]&lt;br /&gt;
| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[GTM Piranha|Piranha]]&lt;br /&gt;
| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Shivan Cluster]]&lt;br /&gt;
| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[MX-52]]&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[SRed|Small Red Beam]]&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|&#039;&#039;Moloch is a poor excuse for a Shivan vessel and an even poorer excuse for a corvette.  A Lilith poses more threat to allied forces than this big target.  Its only saving grace is its ability to carry fighters, but it&#039;s never enough to turn the tide of battle.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Moloch is an opponent to be taken seriously, despite all the negative commentary, and the statement a [[GTCv Deimos|Deimos]] can take one on successfully is somewhat debateable. Shivans use much more effective (and faster-cycling) direct-fire beams, of which the Moloch has three [[SRed]]-types. Like most Shivan capital craft, its antifighter defenses are rather less impressive then those of a comparable Terran ship, but the Moloch&#039;s defenses are nonetheless probably the best, pound for pound, of any Shivan capital craft, and its well-posistioned flak guns can be very dangerous to the unwary.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some people think of the Moloch as a joke, but the joke is on you when its fighters come out and tear you to pieces. The SCv Moloch is not a vessel to take lightly. It may not be able to hurt you as badly as the [[GTCv Deimos|Terran Deimos]], but that&#039;s what its fighter bay is for.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The fighterbay is never used in the [[Portal:Freespace 2|Freespace 2]] campaign. The Moloch has by far the worst firepower and anti-fighter defenses of any corvette, but that doesn&#039;t mean it doesn&#039;t have a niche. The Moloch is a cruiser hunter, easily capable of destroying one of the best cruisers in the game, the [[GTC Aeolus|Aeolus]], which the Moloch survives without suffering any real damage. However, when faced with a cruiser and a wing of heavy assult fighters, as in the demo mission &#039;&#039;&#039;[[Crisis in Capella]]&#039;&#039;&#039; the Moloch is in deep trouble, provided the fighters can destroy its main beam turrets quickly enough (they can). Under few circumstances will a Moloch prevail over a [[GTCv Deimos]], unless the Moloch launches bombers, the Deimos&#039;s many [[Standard Flak|flak guns]] and [[AAAf|AAA turrets]] add to its total firepower, and although the [[SRed]]s are definitely more accurate, the [[TerSlash]] does 2.2 times the maximum sustained damage, and the [[GTCv Deimos|Deimos]] has four, as opposed to the Moloch&#039;s three. However, if the Moloch is a good distance away, its accurate [[SRed]]s will be more effective than the [[TerSlash]] beams of the [[GTCv Deimos|Deimos]]. Still, in a poll, it was found few people actually consider the Moloch superior to the [[GTCv Deimos|Deimos]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Moloch is not the best of all the corvettes, but it is fairly deadly, and it can do serious damage to a Hecate class Destroyer if you don&#039;t pay attention to it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I don&#039;t wanna insult anyone, but everybody who says this ship isn&#039;t dangerous has never fought it! :) The plating of its turrets is more than poor in comparison to the over corvettes, yes. But:&lt;br /&gt;
Firstly: Its anti-fighter missiles can hit yout &#039;&#039;everywhere&#039;&#039;. At a Sobek, I can hide beneath the rear side and it won&#039;t hit me if I just take out one single flak gun.&lt;br /&gt;
Secondly: The convoluted design of the Moloch makes it much more difficult to disarm than a Sobek for example. At the Sobek I can park two klicks above and eliminate almost all of its turrets, including the main beam cannons. At the Moloch the antifighter and beam cannons are evenly spread all over the ship.&lt;br /&gt;
My conclusion: Maybe not as good as the Deimos, but definitely better than the Sobek - which is already deadly!&lt;br /&gt;
Do not underestimate the Moloch, just because of the distorted image the main campaign gives of it. They also misused the Aeolus!&#039;&#039;}}&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=SF_Astaroth&amp;diff=12537</id>
		<title>SF Astaroth</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=SF_Astaroth&amp;diff=12537"/>
		<updated>2007-09-14T13:19:32Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: missed one&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
{{shipimage|image=[[Image:astaroth320x240.jpg]]|caption=The SF Astaroth}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;SF &#039;&#039;Astaroth&#039;&#039;&#039;&#039;&#039; was a Shivan fighter spotted right after the Shivans&#039; resurface in 2367. The &#039;&#039;Astaroth&#039;&#039; was regarded as a poor fighter despite its speed and maneuverability.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
===FS2 Demo Tech Room Description===&lt;br /&gt;
We believe that the Astaroth is a Shivan Harpoon. It has a very high top speed, and its maneuverability is quite good. However, its shield system isn&#039;t strong enough to withstand constant fighting for long, which leads us to believe the Astaroth&#039;s primary purpose is to destroy enemy bombers.&lt;br /&gt;
The Astaroth ranks as a Class B threat.&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
First encountered in Gamma Draconis, the SF Astaroth is a fast, agile fighter that appears to have achieved its maneuverability at the expense of its armor and weaponry. Once the shields of an Astaroth are down, the fighter can be dispatched quickly.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&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;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manuverablity|Manuverability]]&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 80.0 - 110.0 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;
| 155.0 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Armor|Armor]]&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| 450&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 24 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&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;
| [[Shivan Mega Laser]]&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 Harpoon|Harpoon]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 40&lt;br /&gt;
| [[GTM MX-64|MX-64]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|&#039;&#039;The Astaroth is similar to the Dragon in most respects, only more annoying. It has a ridiculously small target profile, the smallest of any ship in any Freespace game, and is fast and highly manuverable, making it annoyingly difficult to deal with via primaries. It also has a decent, though not impressive, amount of missiles to back up its lasers, unlike the Dragon. Destroy this ship at range via missiles if at all possible.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Very hard to dogfight against. However, a few Harpoons bring it down quickly and painlessly at medium range.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A couple of hits from eight banks of [[GTW Prometheus S|Prometheus]] from an [[GTF Erinyes|Erinyes]] will bring this thing down&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While the SF &#039;&#039;Astaroth&#039;&#039; is very fast and maneuverable, its shielding and armor cannot stand much punishment and it simply lacks adequate weaponry. The &#039;&#039;Astaroth&#039;&#039; kind of reminds me of the Imperial TIE series of fighters in &#039;&#039;Star Wars&#039;&#039;, only with shields and missiles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Astaroth has less manoueverability than a Dragon, meaning that it won&#039;t run circles around you.  And despite the small target profile, it is easier to hit, especially if you approach from the rear where you can tear them up.  Also quite weak against harpoons, if the Astaroth&#039;s shields are softened up sufficiently, a single Harpoon will punch through this ship like a hot knife through butter, even if it had 100% hull.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=SF_Astaroth&amp;diff=12536</id>
		<title>SF Astaroth</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=SF_Astaroth&amp;diff=12536"/>
		<updated>2007-09-14T13:19:16Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: made a wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
{{shipimage|image=[[Image:astaroth320x240.jpg]]|caption=The SF Astaroth}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;SF &#039;&#039;Astaroth&#039;&#039;&#039;&#039;&#039; was a Shivan fighter spotted right after the Shivans&#039; resurface in 2367. The &#039;&#039;Astaroth&#039;&#039; was regarded as a poor fighter despite its speed and maneuverability.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
===FS2 Demo Tech Room Description===&lt;br /&gt;
We believe that the Astaroth is a Shivan Harpoon. It has a very high top speed, and its maneuverability is quite good. However, its shield system isn&#039;t strong enough to withstand constant fighting for long, which leads us to believe the Astaroth&#039;s primary purpose is to destroy enemy bombers.&lt;br /&gt;
The Astaroth ranks as a Class B threat.&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
First encountered in Gamma Draconis, the SF Astaroth is a fast, agile fighter that appears to have achieved its maneuverability at the expense of its armor and weaponry. Once the shields of an Astaroth are down, the fighter can be dispatched quickly.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&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;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manuverablity|Manuverability]]&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 80.0 - 110.0 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;
| 155.0 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Armor|Armor]]&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| 450&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 24 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&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;
| [[Shivan Mega Laser]]&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 Harpoon|Harpoon]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 40&lt;br /&gt;
| [[GTM MX-64|MX-64]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|&#039;&#039;The Astaroth is similar to the Dragon in most respects, only more annoying. It has a ridiculously small target profile, the smallest of any ship in any Freespace game, and is fast and highly manuverable, making it annoyingly difficult to deal with via primaries. It also has a decent, though not impressive, amount of missiles to back up its lasers, unlike the Dragon. Destroy this ship at range via missiles if at all possible.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Very hard to dogfight against. However, a few Harpoons bring it down quickly and painlessly at medium range.&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;A couple of hits from eight banks of [[GTW Prometheus S|Prometheus]] from an [[GTF Erinyes|Erinyes]] will bring this thing down&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While the SF &#039;&#039;Astaroth&#039;&#039; is very fast and maneuverable, its shielding and armor cannot stand much punishment and it simply lacks adequate weaponry. The &#039;&#039;Astaroth&#039;&#039; kind of reminds me of the Imperial TIE series of fighters in &#039;&#039;Star Wars&#039;&#039;, only with shields and missiles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Astaroth has less manoueverability than a Dragon, meaning that it won&#039;t run circles around you.  And despite the small target profile, it is easier to hit, especially if you approach from the rear where you can tear them up.  Also quite weak against harpoons, if the Astaroth&#039;s shields are softened up sufficiently, a single Harpoon will punch through this ship like a hot knife through butter, even if it had 100% hull.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=SF_Mara&amp;diff=12535</id>
		<title>SF Mara</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=SF_Mara&amp;diff=12535"/>
		<updated>2007-09-14T13:18:13Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: correct the correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
{{shipimage|image=[[Image:mara320x240.jpg]]|caption=The SF Mara}}&lt;br /&gt;
&lt;br /&gt;
The extensively used &#039;&#039;&#039;SF &#039;&#039;Mara&#039;&#039;&#039;&#039;&#039; was one of the [[Shivans|Shivan]] fighters used during their [[Second Shivan Incursion|second invasion]]. The Mara was fast, maneuverable, tough, and relatively small. The craft also had a superior secondary weapon capability that could even compete with that of a bomber-type. Like all Shivan fighters, the Mara was extremely well-shielded and its armoring was somehow superior to that of a typical Shivan fighter. Although it was still weaker than a Terran fighter&#039;s, its heavy shielding and swiftness made the Mara a formidable opponent in a dogfight. However, despite its specifications as a fighter-type, Maras were still impractical against larger vessels, thus they were often tasked with bomber escort.&lt;br /&gt;
&lt;br /&gt;
It is the Mara class that was first designated of all Second Incursion-era Shivan fighters after a group of Mara fighters were detected emerging from the [[Knossos]] subspace portal in [[Gamma Draconis]]. The fighters, with the help of a [[SC Rakshasa|&#039;&#039;Rakshasa&#039;&#039;-class cruiser]], easily took down the patrolling GTVA force.&lt;br /&gt;
&lt;br /&gt;
A special [[Special Operations Command|SOC]] managed to capture a quad of these fighters, and engineers retrofitted them for [[Terran]] use. Later, they were used in another SOC operation that discovered the actual size of the Shivan fleet, as well as a third Knossos device.&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
===FS2 Demo Tech Room Description===&lt;br /&gt;
&#039;&#039;Seems to be inaccurate&#039;&#039;&lt;br /&gt;
The Mara seems to be a Shivan heavy attack fighter. It is not as maneuverable as other Shivan fighters, but it packs quite a punch, and it is very resistant to our weaponry.  Most often they have been used in attacking our supply convoys and transports.&lt;br /&gt;
Treat the Mara as a Class C threat.&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The SF Mara class of Shivan fighters was first encountered by the GTC Vigilant while patrolling the Gamma Draconis jump node in the Capella system. All other information concerning the Mara is classified level Psi.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&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;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manuverablity|Manuverability]]&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 70.0 - 78.0 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;
| 120.0 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Armor|Armor]]&#039;&#039;&#039;&lt;br /&gt;
| N/A&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;
| 620&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| ~ 20 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&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;
| [[Shivan Mega Laser]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 2&lt;br /&gt;
| [[Shivan Heavy Laser]]&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;
| 80&lt;br /&gt;
| [[GTM Trebuchet|Trebuchet]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 80&lt;br /&gt;
| [[GTM Hornet|Hornet]]&lt;br /&gt;
|}&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|&amp;lt;i&amp;gt;It would be a disservice to the Mara to say it&#039;s just a Herc II with the speed and manueverability of the Perseus. But that&#039;s the Mara in a nutshell.  &lt;br /&gt;
&lt;br /&gt;
My favorite fighter in the game. Sure, you could say the Erinyes has 8 gun banks to the Mara&#039;s 4, but the Mara has nearly twice the missile capacity and is significantly faster and more manueverable.&lt;br /&gt;
&lt;br /&gt;
The one disadvantage of the Mara is the fairly large target profile it presents to the enemy, but its combination of maneouverability, firepower and durability easily makes up for this.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Terran Mara&amp;quot; you use in [[Into the Lion&#039;s Den]] is slightly superior to the Shivan version.&amp;lt;/i&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GVC_Mentu&amp;diff=12534</id>
		<title>GVC Mentu</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GVC_Mentu&amp;diff=12534"/>
		<updated>2007-09-14T13:16:58Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: its was actually correct&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
{{shipimage|image=[[Image:mentu320x240.jpg]]|caption=The GVC Mentu}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The GVC Mentu cruiser is the lightest of the new Vasudan warships. Following the Great War, allied scientists developed the beam cannons that now serve as the primary armaments of today&#039;s GTVA warships. Rather than modify existing ships, the Vasudans developed new designs to mount these weapons. The Mentu&#039;s 16 turrets include heavy beam cannons for duking it out with other warships, as well as AAA and flak turrets to fend off smaller craft. The GVC Somtus and the GVC Mycerinus recently demonstrated the strength of the Mentu against NTF forces in Epsilon Pegasi.&lt;br /&gt;
===FS2 MTS Model Description===&lt;br /&gt;
The GVC Mentu cruiser is the lightest of the next generation of Vasudan warships. Following the Great War, allied scientists developed the beam cannons that now serve as the primary armaments of today’s GTVA warships. Rather than modify existing ships, the Vasudans developed new designs to mount these weapons. The Mentu improves on the old PVC Aten cruiser in size and firepower. Its 16 turrets include heavy beam cannons for duking it out with other warships, as well as AAA and flak turrets to fend off fighters and bombers. The GVC Ibis and the GVC Mycerinus recently demonstrated the strength of the Mentu against rebel forces in Epsilon Pegasi.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&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; | Cruiser&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]&#039;&#039;&#039;&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manuverablity|Manuverability]]&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 35.0 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;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Armor|Armor]]&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 60 000&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 322 m&lt;br /&gt;
|}&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:#300505;&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 Turret]]&lt;br /&gt;
| 7&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;
| [[GTW Subach HL-7|Subach HL-7]]&lt;br /&gt;
| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Standard Flak]]&lt;br /&gt;
| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[AAAf|Anti-Fighter Beam]]&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|&#039;&#039;The Mentu is victim of poor weapons placement. Its main weaponry, flaks and AAA beams, is pointed upwards; attack from below, and pay the most attention to enemies below. It is also worth noting that, despite the techroom description, the Mentu mounts no anticapital beams.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I think the horrible [[GVC Aten]] has every right to bear no anti-warship beam cannons, but I think the Mentu should mount something, even a single [[SVas]] or [[VSlash]] would be better than nothing, because even with two of either of these weapons, an [[GTC Aeolus|Aeolus]] can kill this cruiser, without them, there is no fight.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;With only small modifications in its weaponry the Mentu could have been one of the best (maybe THE best) cruisers in the game. If you make turrets one and two SVas and 15 and 16 standard flak, its very effective. But with its standard armament the Mentu is really a waste, and that&#039;s a great pity for the best armored cruiser after the Lilith.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Template:Disambiguation&amp;diff=12417</id>
		<title>Template:Disambiguation</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Template:Disambiguation&amp;diff=12417"/>
		<updated>2007-09-11T22:28:51Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: english&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;[[Category:Disambiguation pages|{{PAGENAME}}]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates|Disambiguation]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&#039;&#039;&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039;&#039;&#039; can mean one of the following things:&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Herc&amp;diff=12416</id>
		<title>Herc</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Herc&amp;diff=12416"/>
		<updated>2007-09-11T22:28:10Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{disambiguation}}&lt;br /&gt;
*[[GTF Hercules]]- A Terran heavy fighter first seen in FS1&lt;br /&gt;
*[[GTF Hercules Mark II]]-  A Terran heavy fighter first seen in FS2&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GVD_Typhon&amp;diff=12415</id>
		<title>GVD Typhon</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GVD_Typhon&amp;diff=12415"/>
		<updated>2007-09-11T22:26:14Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
{{shipimage|image=[[Image:typhon320x240.jpg]]|caption=The GVD Typhon}}&lt;br /&gt;
&lt;br /&gt;
When the first of the &#039;&#039;&#039;PVD &#039;&#039;Typhon&#039;&#039;&#039;&#039;&#039;-class of destroyers was deployed during the [[Terran-Vasudan War]], it devastated the [[Terrans]]. At that time, the Typhon was the apex of warship design and only shortly after its first deployment could the Terrans match its power with the [[GTD Orion|GTD &#039;&#039;Orion&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
When the [[Shivans]] [[Great War|first emerged]], both races deployed the best of their forces. For the Vasudans, their task force was led by the [[PVD Pinnacle|PVD &#039;&#039;Pinnacle&#039;&#039;]]. One such vessel, the [[PVD Anvil|PVD &#039;&#039;Anvil&#039;&#039;]] served as the flagship for the dissident group of Vasudan rebels, the [[Hammer of Light]].&lt;br /&gt;
&lt;br /&gt;
After the Great War ended, many &#039;&#039;Typhon&#039;&#039;-class ships were armed with beam and flak cannons and, in a limited number, saw action during the [[Second Shivan Incursion|Shivans&#039; return]] in 2367. However, the destroyers power grid was ill suited to these new weapons and its forebear, the [[GVD Hatshepsut|GVD &#039;&#039;Hatshepsut&#039;&#039;]], was superior and every possible aspect. &lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS1 Tech Room Description===&lt;br /&gt;
Where the Aten cruiser failed, the Typhon succeeded well past expectations.  The Typhon is an incredible work of engineering and the model of Vasudan technology.  When the first one was sighted at the Vega Engagement, it was laughed at by our technicians as a foolish display of non utilitarian design.  The subsequent destruction of the GTD Eisenhower and the total decimation of the 4th fleet changed their minds very quickly.  The Typhon should never be underestimated.  It wields massive weaponry, and has more armor plating than any Terran Destroyer.  Its only known weakness is its turret armor, which is significant, but lower than expected.  In the two years since this ship first appeared, we have only managed to destroy two of them.&lt;br /&gt;
&lt;br /&gt;
The Typhon is considered a Class A threat to any ships within the same system.  Do not engage without backup.&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The GVD Typhon was the height of Vasudan military technology when it appeared to face Terran forces during the early days of the Terran-Vasudan War. The first Typhon was sighted at the Vega Engagement and quickly destroyed the GTD Eisenhower and much of the 4th fleet. The more recent Hatshepsut class of destroyers is larger and wields a deadlier array of armaments, but the Typhon is still a match for almost any foe. Up to 30 wings of fighters or bombers can be housed within its docking bays, ready to engage at a moment&#039;s notice.&lt;br /&gt;
&lt;br /&gt;
==Noteable Ships of this Class==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Parlimentary/Galatic Vasudan Navy&#039;&#039;&lt;br /&gt;
*[[GVD Hedetet|GVD &#039;&#039;Hedetet&#039;&#039;]]&lt;br /&gt;
*[[PVD Hope|PVD &#039;&#039;Hope&#039;&#039;]]&lt;br /&gt;
*[[PVD Pinnacle|PVD &#039;&#039;Pinnacle&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hammer of Light&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[HLD Anvil|HLD &#039;&#039;Anvil&#039;&#039;]]&lt;br /&gt;
*[[HLD Prophecy|HLD &#039;&#039;Prophecy&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&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; | Destroyer&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]&#039;&#039;&#039;&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manuverablity|Manuverability]]&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 15.0 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;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Armor|Armor]]&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 120 000&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 2153 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Fighter Complement|Fighter Complement]]&#039;&#039;&#039;&lt;br /&gt;
| 120 fightercraft(?) (30 wings)&lt;br /&gt;
|}&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;Freespace 1&#039;&#039;&#039;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#300505;&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;
| 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;
| 5&lt;br /&gt;
| [[Terran Huge Turret]]&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Terran Turret]]&lt;br /&gt;
| 4&lt;br /&gt;
| [[Standard Flak]]&lt;br /&gt;
| 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[FighterKiller]]&lt;br /&gt;
| 6&lt;br /&gt;
| [[FighterKiller]]&lt;br /&gt;
| 4&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[AAAf|Anti-Fighter Beam]]&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[BVas|Big Vasudan Beam]]&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|&#039;&#039;The Typhon poses a threat to fightercraft much more then the Orion. In FS1 it mounts a number of rather dangerous [[FighterKiller]] missile batteries; in FS2 it has acquired [[Standard Flak|flak guns]] to supplement its now-marginally effective missile batteries. Treat it carefully at first, but if you can identify and remove the more dangerous turrets, the Typhon becomes much less of a problem.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;With 20,000 more hit points, the Typhon is better-armored than the [[GTD Orion|GTD Orion]], but the Orion has a much stronger broadside- 66% more turrets in FS1, and 3 times as many beams in FS2. Although the Typhon&#039;s anti-bomber/fighter defenses are better than its [[Terran]] equivalent, a determined attack by heavy fighters could wipe out 90% of those defenses with minimal casualties, in [[Portal:Freespace 1|Freespace 1]] or [[Portal:Freespace 2|2]]. The Typhon&#039;s only real advantage in either game is two more fighter squadrons.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But perhaps the Vasudans are smart. Bombers are the real capship killers, and the Typhon&#039;s impressive 30 wings and better anti-fighter armament would give it an edge in an FS1 battle versus Orion. Particularly in a battle with FS1-style unshielded fighters, the Orion&#039;s blob turrets can be dodged, but the Typhon&#039;s [[FighterKiller|FighterKiller]] aren&#039;t as easy to shake off. Despite the advances in capital ship defenses in FS2, large ships are still sitting ducks against a real fighter/bomber attack, like in most space shooters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If you read the table file for the Typhon in FS1, it says on the [[FighterKiller]] entries that it &amp;quot;should be [[Vasudan Flux Cannon]]&amp;quot; These weapons do 500 damage to an Orion, and in a battle with [[Vasudan Flux Cannon]]s, I think that the Typhon would have a significant edge over the Terran [[Orion]]. However, without [[FighterKiller]]s, it rather sucks against bombers.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=PVD_Hope&amp;diff=12414</id>
		<title>PVD Hope</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=PVD_Hope&amp;diff=12414"/>
		<updated>2007-09-11T22:21:33Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: use bloody template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unique ship|[[GVD Typhon|PVD &#039;&#039;Typhon&#039;&#039;]]|[[The Great War]], possibly the [[The 14-Year War|14-year war]]|&#039;&#039;Unknown&#039;&#039;|[[Last Hope]] ([[Exodus]] according to an FS1 multiplayer campaign)|Fought in [[The Great War]]|&#039;&#039;Unknown&#039;&#039;|Hope}}&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;most beloved destroyer of the Vasudan people&amp;quot;, the &#039;&#039;&#039;PVD &#039;&#039;Hope&#039;&#039; &#039;&#039;&#039; fought on the front line of the [[Great War]] against the Shivans. FreeSpace 1 presents two versions of the &#039;&#039;Hope&#039;&#039; &#039;s history. The main campaign only mentions the &#039;&#039;Hope&#039;&#039; once; it jumps to [[Beta Aquilae]] after an intense battle in [[Antares]] and is attacked by two Shivan cruisers and several waves of bombers. By contrast, an FS1 multiplayer coop campaign portrays the Hope&#039;s fighters performing the same role that the single-player Terran did in [[Exodus]], [[Last Hope]], and [[A Failure to Communicate]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Unique ships|Hope]]&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=The_Procyon_Insurgency&amp;diff=12410</id>
		<title>The Procyon Insurgency</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=The_Procyon_Insurgency&amp;diff=12410"/>
		<updated>2007-09-11T22:17:35Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: fixes to the fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoiler|The Procyon Insurgency}}&lt;br /&gt;
&lt;br /&gt;
==General Info==&lt;br /&gt;
&#039;&#039;&#039;Author:&#039;&#039;&#039; CP5670&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missions:&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mods included:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[GVB Amun Mark II]]&lt;br /&gt;
*[[AJ Arkhtori]]&lt;br /&gt;
*[[GVF Reshef]]&lt;br /&gt;
*[[PCD Saturn]]&lt;br /&gt;
*Vulcan cannon&lt;br /&gt;
*Phalanx rifle&lt;br /&gt;
*&#039;&#039;Procyon Confederacy ships have their GT/GV prefixes renamed to PC&#039;&#039;&lt;br /&gt;
*&#039;&#039;Additions to and reallocations of sound files, to enhance audio effects&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;From the campaign [http://pi.hard-light.net/about.htm website]&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The Procyon Insurgency (PI) is a high quality 17 mission campaign for Freespace 2. It is set 18 to 20 months after the end of the main Freespace 2 campaign, near the end of the year 2368. As a new Vasudan pilot recently recruited into the ranks of the GTVA, you are assigned to the crew of the GVD Sekham in Polaris as the Alliance attempts to eradicate the rapidly propagating Procyon Confederal Autonomy. See the storyline section for details.&lt;br /&gt;
&lt;br /&gt;
PI is mostly a no-frills campaign that emphasizes quality mission design, with fun and balanced gameplay and a complex and realistic plot. The missions have all been heavily playtested, on the order of 20 to 50 times each, and bugs should be at an absolute minimum. The campaign utilizes many new features added into the game from the Freespace Source Code Project and requires a fairly recent version of FS2 Open.&lt;br /&gt;
&lt;br /&gt;
I (CP5670) originally started the project in June 2001 as a four mission mini-campaign, although there have been a lot of major changes since then and the final product has little in common with my original ideas. It has been the culmination of nearly 1000 hours of work spread out over the years.&lt;br /&gt;
&lt;br /&gt;
==Player comments==&lt;br /&gt;
&lt;br /&gt;
This is a good length high-quality campaign, arguably the best ever to be created for FreeSpace. A thick plot, challenging missions, and a good deal of originality. Warning, however: if you don&#039;t like replaying missions, stay on the lower difficulty levels.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&lt;br /&gt;
[http://pi.hard-light.net/walk.htm Website]&lt;br /&gt;
&lt;br /&gt;
[http://pi.hard-light.net/dl.htm Download page]&lt;br /&gt;
&lt;br /&gt;
[[Category:User-made_Campaigns]]&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Graphic_Files&amp;diff=12376</id>
		<title>Graphic Files</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Graphic_Files&amp;diff=12376"/>
		<updated>2007-09-11T12:04:17Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: minor stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FreeSpace 2 Open is able to use several different &#039;&#039;&#039;graphic file formats&#039;&#039;&#039;. These include the [[Wikipedia:PCX|.PCX file format]] which was originally supported by the retail FreeSpace 2. In addition to this the game is able to make use of several other graphic file formats which are [[Wikipedia:JPEG|.JPG]], [[Wikipedia:Truevision_TGA|.TGA]] and more recently [[Wikipedia:DirectDraw_Surface|.DDS]] file formats. Of these the .DDS file format is the most often used with FreeSpace 2 Open modifications.&lt;br /&gt;
&lt;br /&gt;
For animated effects and textures see [[Multimedia Files]].&lt;br /&gt;
&lt;br /&gt;
==DDS==&lt;br /&gt;
DDS is a compressed texture format that is supported by FreeSpace SCP. Any modeler should use DDS for their textures as much as possible, as it is 1/2 the size of a PCX and 1/8 the size of a TGA image.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
The DDS File format was created by Microsoft for its DirectX graphics API, however, it has become a general format for textures and is supported by OpenGL (the graphics API the FS2 SCP uses). The official description of DDS is &amp;quot;The Microsoft DirectDraw Surface (DDS) file format is used to store textures and cubic environment maps, both with and without mipmap levels. This format can store uncompressed and compressed pixel formats, and is the preferred file format for storing DXTn compressed data.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Tools===&lt;br /&gt;
Several tools exist for working with this format, besides any tools created by the FS2 SCP team. These tools are detailed at the [http://developer.nvidia.com/object/nv_texture_tools.html nVidia website] and should be useful.&lt;br /&gt;
&lt;br /&gt;
===Usage of DDS===&lt;br /&gt;
The primary note to any texturer using the DDS file format is that even if DDS enables you to have twice the texture size, doesn&#039;t mean you should use all the available memory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==JPG==&lt;br /&gt;
&lt;br /&gt;
==PCX==&lt;br /&gt;
&lt;br /&gt;
PCX were the first of the graphic files introduced to FreeSpace. Generally speaking, these files are among the largest graphic files used in FreeSpace. However, a lot of modders still use PCXs since it is  the most compatible graphic file known inside FreeSpace. Earlier the TGA and JPG format files caused some graphical issues in game as it needed the command line option &#039;&#039;&#039;-jpgtga&#039;&#039;&#039; (see [[Command-Line_Reference]]) to work. However this command line option is no longer in use and game loads TGA and JPG format files automatically.&lt;br /&gt;
&lt;br /&gt;
===Tools===&lt;br /&gt;
PCX is a image format that is less well supported in the standard imaging editing software such as Microsoft Paint. However, advanced image editing programs such as Photoshop or the GIMP can easily save PCX files.&lt;br /&gt;
&lt;br /&gt;
==TGA==&lt;br /&gt;
&lt;br /&gt;
[[Category:File Types]]&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Multimedia_Files&amp;diff=12375</id>
		<title>Multimedia Files</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Multimedia_Files&amp;diff=12375"/>
		<updated>2007-09-11T11:59:34Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The FreeSpace 2 Open engine is able to use several different &#039;&#039;&#039;mediamedia file formats&#039;&#039;&#039; for audio, animation and video playbacks. Retail FreeSpace 2 used the [[Wikipedia:Wav|.WAV]] and &#039;&#039;&#039;.ANI&#039;&#039;&#039; file formats, but the currently the FreeSpace 2 Open supports several [[Wikipedia:Ogg|.OGG]] container files as well. Support for [[Wikipedia:Mp3|.MP3]] file format was removed in favor of the .OGG. Game engine also supports special &#039;&#039;&#039;.EFF&#039;&#039;&#039; animations.&lt;br /&gt;
&lt;br /&gt;
==OGG==&lt;br /&gt;
&#039;&#039;&#039;.OGG&#039;&#039;&#039;, or Ogg (see [[Wikipedia:Ogg|Ogg file format]]), is a file format for compressed multimedia files and a popular competitor to [[Wikipedia:Mp3|.MP3]].  Unlike MP3, Ogg uses an open-source, open-standard format and a permissive license, both of which allow it to be incorporated into the FS2_Open source code.  Also unlike MP3, Ogg is a [[Wikipedia:Container_format|container format]], meaning that it can contain video data (via the [[Wikipedia:Theora|Theora codec ]]) in addition to audio data (via the [[Wikipedia:Vorbis|Vorbis codec]]).&lt;br /&gt;
&lt;br /&gt;
Since Ogg delivers significantly smaller file sizes than [[Wikipedia:Wav|.WAV]], while retaining substantially the same level of audio quality, it is becoming more and more frequently used in FSO-targeted mods.  Ogg is not, however, a lossless format -- i.e., it is not possible to exactly reconstruct the original data from an .OGG file because some is &amp;quot;lost&amp;quot; in the conversion process.  This is not usually a problem, however, because a high-quality .OGG file is usually indistinguishable from the source.  The lossless counterpart to Ogg Vorbis is [[Wikipedia:Free_Lossless_Audio_Codec|.FLAC]], which can be contained in Ogg also.&lt;br /&gt;
&lt;br /&gt;
Vorbis uses a quality parameter between -1 and 10 as a measure of quality. 5 is the default, giving around 160kbps. The higher the number, the higher the quality, but anything over 5 is probably pointless.&lt;br /&gt;
&lt;br /&gt;
Audacity and Goldwave are two popular programs that allow .WAV files to be converted to .OGG Vorbis audio.  Audacity is Free Software, while Goldwave is shareware that ceases to function after a period of time. [http://www.rarewares.org/ogg-oggdropxpd.php oggdropXPd] is an useful drag-and-drop encoder.&lt;br /&gt;
&lt;br /&gt;
==WAV==&lt;br /&gt;
The most common sound file format. WAVs are uncompressed and take up a larger amount of space than almost any other sound file type, so consider converting them to the [[*.OGG|.OGG]] format (supported only by SCP) before including them in your campaign. Audacity and Goldwave are two examples of programs that can make this conversion. [http://www.rarewares.org/ogg-oggdropxpd.php oggdropXPd] is an useful drag-and-drop encoder.&lt;br /&gt;
&lt;br /&gt;
==ANI==  &lt;br /&gt;
FreeSpace uses the .ANI format for animation effects. It can be used either for an effect (explosions, etc.), an interface animation, or as a ship texture.&lt;br /&gt;
*[http://www.swooh.com/lorenzo/files/aniview11.exe AniView, an ANI-viewing utility]&lt;br /&gt;
*[http://www.swooh.com/lorenzo/files/anib32b2.exe AniBuilder, a utility that can create ANI files out of a series of 16 bit images]&lt;br /&gt;
&lt;br /&gt;
===Creating an ANI file===&lt;br /&gt;
&lt;br /&gt;
Using AniBuilder (link provided above), one can create new .ANI files from .AVI movies.&lt;br /&gt;
&lt;br /&gt;
To create your own .ANI:&lt;br /&gt;
&lt;br /&gt;
#Set up a scene in a 3D animation program or in FreeSpace. Volition used [[Wikipedia:3ds_Max|3ds Max]] (an expensive modeling program) for their animations.&lt;br /&gt;
#Using a free recording software such as for example [http://www.planetgamecam.com GameCam] to record the scene.&lt;br /&gt;
#Use for example [http://www.radgametools.com/bnkdown.htm Bink] to convert the AVI into a series of 16-bit (or less) PCX files, as AniBuilder will not accept non-PCX images, or images of more than 16 bit color depth. &lt;br /&gt;
#Use AniBuilder to convert the PCX files to an ANI.&lt;br /&gt;
&lt;br /&gt;
==EFF==&lt;br /&gt;
FreeSpace 2 uses the .EFF ASCII format text files to store information about animated effects. These animated effects can be used for various effects such as in game animations and animated textures.&lt;br /&gt;
&lt;br /&gt;
===Creation of EFF animation===&lt;br /&gt;
*For EFF animation all the individual frames of the animation have to be present in one of the [[Graphic Files|graphic file formats]] supported by the game engine.&lt;br /&gt;
*All files related to the .EFF animation have to named so that the name of actual .EFF animation forms the basic structure of the filename. &lt;br /&gt;
**&#039;&#039;&#039;Graphic files&#039;&#039;&#039; add the 4 digit number - that identifies the frame where the file is used - after the animation name, starting from 0 (example_0000.dds, example_0001.dds etc.)&lt;br /&gt;
**&#039;&#039;&#039;ASCII file&#039;&#039;&#039; contains the information of the animation (example.eff)&lt;br /&gt;
&lt;br /&gt;
===Contents of .EFF file===&lt;br /&gt;
&lt;br /&gt;
====$Type:====&lt;br /&gt;
*Defines the file format of the graphics file used for the .EFF animation&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, for example &#039;&#039;DDS&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Frames:====&lt;br /&gt;
*Defines the length of the number of the frames in the animation&lt;br /&gt;
*Syntax; &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$FPS:====&lt;br /&gt;
*Used &#039;&#039;optionally&#039;&#039; to define the &#039;&#039;&#039;frames per second&#039;&#039;&#039; value for the animation&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:File Types]]&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Multimedia_Files&amp;diff=12374</id>
		<title>Multimedia Files</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Multimedia_Files&amp;diff=12374"/>
		<updated>2007-09-11T11:55:48Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: add note on quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The FreeSpace 2 Open engine is able to use several different &#039;&#039;&#039;mediamedia file formats&#039;&#039;&#039; for audio, animation and video playbacks. Retail FreeSpace 2 used the [[Wikipedia:Wav|.WAV]] and &#039;&#039;&#039;.ANI&#039;&#039;&#039; file formats, but the currently the FreeSpace 2 Open supports several [[Wikipedia:Ogg|.OGG]] container files as well. Support for [[Wikipedia:Mp3|.MP3]] file format was removed in favor of the .OGG. Game engine also supports special &#039;&#039;&#039;.EFF&#039;&#039;&#039; animations.&lt;br /&gt;
&lt;br /&gt;
==OGG==&lt;br /&gt;
&#039;&#039;&#039;.OGG&#039;&#039;&#039;, or Ogg (see [[Wikipedia:Ogg|Ogg file format]]), is a file format for compressed multimedia files and a popular competitor to [[Wikipedia:Mp3|.MP3]].  Unlike MP3, Ogg uses an open-source, open-standard format and a permissive license, both of which allow it to be incorporated into the FS2_Open source code.  Also unlike MP3, Ogg is a [[Wikipedia:Container_format|container format]], meaning that it can contain video data (via the [[Wikipedia:Theora|Theora codec ]]) in addition to audio data (via the [[Wikipedia:Vorbis|Vorbis codec]]).&lt;br /&gt;
&lt;br /&gt;
Since Ogg delivers significantly smaller file sizes than [[Wikipedia:Wav|.WAV]], while retaining substantially the same level of audio quality, it is becoming more and more frequently used in FSO-targeted mods.  Ogg is not, however, a lossless format -- i.e., it is not possible to exactly reconstruct the original data from an .OGG file because some is &amp;quot;lost&amp;quot; in the conversion process.  This is not usually a problem, however, because a high-quality .OGG file is usually indistinguishable from the source.  A popular lossless alternative to Ogg Vorbis is [[Wikipedia:Free_Lossless_Audio_Codec|.FLAC]].&lt;br /&gt;
&lt;br /&gt;
Vorbis uses a quality parameter between -1 and 10 as a measure of quality. 5 is the default, giving around 160kbps. The higher the number, the higher the quality, but anything over 5 is probably pointless. [[User:Bruce89|Bruce89]] 06:55, 11 September 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
Audacity and Goldwave are two popular programs that allow .WAV files to be converted to .OGG Vorbis audio.  Audacity is freeware, while Goldwave is shareware that ceases to function after a period of time.&lt;br /&gt;
&lt;br /&gt;
==WAV==&lt;br /&gt;
The most common sound file format. WAVs are uncompressed and take up a larger amount of space than almost any other sound file type, so consider converting them to the [[*.OGG|.OGG]] format (supported only by SCP) before including them in your campaign. Audacity and Goldwave are two examples of programs that can make this conversion.&lt;br /&gt;
&lt;br /&gt;
==ANI==  &lt;br /&gt;
FreeSpace uses the .ANI format for animation effects. It can be used either for an effect (explosions, etc.), an interface animation, or as a ship texture.&lt;br /&gt;
*[http://www.swooh.com/lorenzo/files/aniview11.exe AniView, an ANI-viewing utility]&lt;br /&gt;
*[http://www.swooh.com/lorenzo/files/anib32b2.exe AniBuilder, a utility that can create ANI files out of a series of 16 bit images]&lt;br /&gt;
&lt;br /&gt;
===Creating an ANI file===&lt;br /&gt;
&lt;br /&gt;
Using AniBuilder (link provided above), one can create new .ANI files from .AVI movies.&lt;br /&gt;
&lt;br /&gt;
To create your own .ANI:&lt;br /&gt;
&lt;br /&gt;
#Set up a scene in a 3D animation program or in FreeSpace. Volition used [[Wikipedia:3ds_Max|3ds Max]] (an expensive modeling program) for their animations.&lt;br /&gt;
#Using a free recording software such as for example [http://www.planetgamecam.com GameCam] to record the scene.&lt;br /&gt;
#Use for example [http://www.radgametools.com/bnkdown.htm Bink] to convert the AVI into a series of 16-bit (or less) PCX files, as AniBuilder will not accept non-PCX images, or images of more than 16 bit color depth. &lt;br /&gt;
#Use AniBuilder to convert the PCX files to an ANI.&lt;br /&gt;
&lt;br /&gt;
==EFF==&lt;br /&gt;
FreeSpace 2 uses the .EFF ASCII format text files to store information about animated effects. These animated effects can be used for various effects such as in game animations and animated textures.&lt;br /&gt;
&lt;br /&gt;
===Creation of EFF animation===&lt;br /&gt;
*For EFF animation all the individual frames of the animation have to be present in one of the [[Graphic Files|graphic file formats]] supported by the game engine.&lt;br /&gt;
*All files related to the .EFF animation have to named so that the name of actual .EFF animation forms the basic structure of the filename. &lt;br /&gt;
**&#039;&#039;&#039;Graphic files&#039;&#039;&#039; add the 4 digit number - that identifies the frame where the file is used - after the animation name, starting from 0 (example_0000.dds, example_0001.dds etc.)&lt;br /&gt;
**&#039;&#039;&#039;ASCII file&#039;&#039;&#039; contains the information of the animation (example.eff)&lt;br /&gt;
&lt;br /&gt;
===Contents of .EFF file===&lt;br /&gt;
&lt;br /&gt;
====$Type:====&lt;br /&gt;
*Defines the file format of the graphics file used for the .EFF animation&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, for example &#039;&#039;DDS&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Frames:====&lt;br /&gt;
*Defines the length of the number of the frames in the animation&lt;br /&gt;
*Syntax; &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$FPS:====&lt;br /&gt;
*Used &#039;&#039;optionally&#039;&#039; to define the &#039;&#039;&#039;frames per second&#039;&#039;&#039; value for the animation&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:File Types]]&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Talk:Multimedia_Files&amp;diff=12373</id>
		<title>Talk:Multimedia Files</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Talk:Multimedia_Files&amp;diff=12373"/>
		<updated>2007-09-11T11:53:42Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==OGG discussion==&lt;br /&gt;
The revert IMO seems wrong. OGG is a container, not a audio codec. I&#039;ll have a think about how to phrase this better than I did before. [[User:Bruce89|Bruce89]] 13:01, 9 September 2007 (CDT)&lt;br /&gt;
:The revert isn&#039;t wrong.  Note that the previous version said OGG is for &amp;quot;compressed multimedia files&amp;quot;, not &amp;quot;compressed audio files&amp;quot;.  &amp;quot;Multimedia&amp;quot; includes both audio and video.  Also, I think it&#039;s sufficient for the page to say that Vorbis is for audio and Theora is for video; the additional information is worded kind of confusingly and is probably too technical anyway. [[User:Goober5000|Goober5000]] 13:52, 9 September 2007 (CDT)&lt;br /&gt;
:: I rewrote my edit, that is what the second edit by me was. Please do not revert it again before reading it. Please just improve it instead of rejecting it totally. [[User:Bruce89|Bruce89]] 15:18, 9 September 2007 (CDT)&lt;br /&gt;
::: You didn&#039;t rewrite it; you simply undid my revert...  Ugh.  I was trying to point you in the right direction with my comments, but I see I&#039;ll have to do it myself.  New edit posted. [[User:Goober5000|Goober5000]] 02:23, 11 September 2007 (CDT)&lt;br /&gt;
:::: I didn&#039;t, have a look at the [http://hard-light.net/wiki/index.php?title=*.OGG&amp;amp;diff=12274&amp;amp;oldid=12205 history]. Here is a critical review of the content at the moment:&lt;br /&gt;
::::*MP3 is not a container format, so saying &amp;quot;a popular competitor to .MP3&amp;quot; is wrong. Vorbis is &amp;quot;a popular competitor to .MP3&amp;quot;, not Ogg. You could say Ogg &amp;quot;is a popular competitor to .MPEG&amp;quot;, but this seems pointless.&lt;br /&gt;
::::*&amp;quot;Also unlike MP3, Ogg is a container format, meaning that it...&amp;quot; seems clumsy, MP3 uses MPEG-1 as its container. &lt;br /&gt;
:::: [[User:Bruce89|Bruce89]] 06:53, 11 September 2007 (CDT)&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Talk:Multimedia_Files&amp;diff=12372</id>
		<title>Talk:Multimedia Files</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Talk:Multimedia_Files&amp;diff=12372"/>
		<updated>2007-09-11T11:49:01Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: hmph&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==OGG discussion==&lt;br /&gt;
The revert IMO seems wrong. OGG is a container, not a audio codec. I&#039;ll have a think about how to phrase this better than I did before. [[User:Bruce89|Bruce89]] 13:01, 9 September 2007 (CDT)&lt;br /&gt;
:The revert isn&#039;t wrong.  Note that the previous version said OGG is for &amp;quot;compressed multimedia files&amp;quot;, not &amp;quot;compressed audio files&amp;quot;.  &amp;quot;Multimedia&amp;quot; includes both audio and video.  Also, I think it&#039;s sufficient for the page to say that Vorbis is for audio and Theora is for video; the additional information is worded kind of confusingly and is probably too technical anyway. [[User:Goober5000|Goober5000]] 13:52, 9 September 2007 (CDT)&lt;br /&gt;
:: I rewrote my edit, that is what the second edit by me was. Please do not revert it again before reading it. Please just improve it instead of rejecting it totally. [[User:Bruce89|Bruce89]] 15:18, 9 September 2007 (CDT)&lt;br /&gt;
::: You didn&#039;t rewrite it; you simply undid my revert...  Ugh.  I was trying to point you in the right direction with my comments, but I see I&#039;ll have to do it myself.  New edit posted. [[User:Goober5000|Goober5000]] 02:23, 11 September 2007 (CDT)&lt;br /&gt;
:::: I didn&#039;t, have a look at the [http://hard-light.net/wiki/index.php?title=*.OGG&amp;amp;diff=12274&amp;amp;oldid=12205 history]. [[User:Bruce89|Bruce89]] 06:48, 11 September 2007 (CDT)&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Talk:Multimedia_Files&amp;diff=12371</id>
		<title>Talk:Multimedia Files</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Talk:Multimedia_Files&amp;diff=12371"/>
		<updated>2007-09-11T11:48:17Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==OGG discussion==&lt;br /&gt;
The revert IMO seems wrong. OGG is a container, not a audio codec. I&#039;ll have a think about how to phrase this better than I did before. [[User:Bruce89|Bruce89]] 13:01, 9 September 2007 (CDT)&lt;br /&gt;
:The revert isn&#039;t wrong.  Note that the previous version said OGG is for &amp;quot;compressed multimedia files&amp;quot;, not &amp;quot;compressed audio files&amp;quot;.  &amp;quot;Multimedia&amp;quot; includes both audio and video.  Also, I think it&#039;s sufficient for the page to say that Vorbis is for audio and Theora is for video; the additional information is worded kind of confusingly and is probably too technical anyway. [[User:Goober5000|Goober5000]] 13:52, 9 September 2007 (CDT)&lt;br /&gt;
:: I rewrote my edit, that is what the second edit by me was. Please do not revert it again before reading it. Please just improve it instead of rejecting it totally. [[User:Bruce89|Bruce89]] 15:18, 9 September 2007 (CDT)&lt;br /&gt;
::: You didn&#039;t rewrite it; you simply undid my revert...  Ugh.  I was trying to point you in the right direction with my comments, but I see I&#039;ll have to do it myself.  New edit posted. [[User:Goober5000|Goober5000]] 02:23, 11 September 2007 (CDT)&lt;br /&gt;
:::: I didn&#039;t, have a look at the [http://hard-light.net/wiki/index.php?title=*.OGG&amp;amp;diff=12274&amp;amp;oldid=12205 history]. Incidentally, copying the content of one page and putting it into another removes all the history. Please use the &#039;&#039;&#039;Move&#039;&#039;&#039; button in the future. [[User:Bruce89|Bruce89]] 06:48, 11 September 2007 (CDT)&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Template_talk:FAQ_Nav&amp;diff=12349</id>
		<title>Template talk:FAQ Nav</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Template_talk:FAQ_Nav&amp;diff=12349"/>
		<updated>2007-09-10T22:54:50Z</updated>

		<summary type="html">&lt;p&gt;Bruce89: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;That deletion request was just a bit a bit premature :p It&#039;s not used yet because I only made it for jr2, at his request, some 5 hours ago, and he hasn&#039;t been working on porting the FAQ since then. So rest assured, it will be used. [[User:Shade|Shade]] 12:59, 10 September 2007 (CDT)&lt;br /&gt;
: Sorry, it was a wee bit early I suppose. [[User:Bruce89|Bruce89]] 17:54, 10 September 2007 (CDT)&lt;/div&gt;</summary>
		<author><name>Bruce89</name></author>
	</entry>
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