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		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=67144</id>
		<title>Command-Line Reference</title>
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		<updated>2026-03-05T23:16:18Z</updated>

		<summary type="html">&lt;p&gt;DefCynodont119: /* -emissive_light */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{TableVersionGit|2020-02-01|93f71ec20}}&lt;br /&gt;
&lt;br /&gt;
Command-Line Flags (also called Command-Line Parameters) are optional flags passed to the FSO executable, and generally enables one or more features added to the FS2 Open engine. These flags are accessed conveniently through an [[FSO Launcher]]. To have FSO list all available flags, use any one of the following: [[Command-Line_Reference#-help|-help]], [[Command-Line_Reference#-help|--help]], [[Command-Line_Reference#-help|-h]], or [[Command-Line_Reference#-help|-?]].&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
&lt;br /&gt;
====-nospec====&lt;br /&gt;
{{Table37|&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Specular&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables support for specular mapping.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-noglow====&lt;br /&gt;
{{Table37|&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable glow maps&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables support for glowmapping.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-noenv====&lt;br /&gt;
{{Table37|&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable environment maps&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables support for environment mapping.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-nonormal====&lt;br /&gt;
{{Table37|&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable normal maps&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables support for normal mapping.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-emissive_light====&lt;br /&gt;
{{Table190|&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable emissive light from ships&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In retail FS2, ships had a pseudo light source applied to them to make them stand out against the background. Due to the changes in the render pipeline associated with HDR, this behavior has been disabled by default; this cmdline option restores it.&lt;br /&gt;
}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
This flag is now an alias for using -emissive 0.3 &amp;lt;br&amp;gt;&lt;br /&gt;
See: [[Command-Line_Reference#-emissive|-emissive]] for more information.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-noheight====&lt;br /&gt;
{{Table37|&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable height maps&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables support for height mapping.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-3dshockwave====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable 3D Shockwaves&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This only has any effect when both a 2D and 3D shockwave effect are present, otherwise the only available effect is used (2D shockwave is defined by effects/shockwave01.eff or .ani, and 3D shockwave by models/shockwave.pof)&lt;br /&gt;
&lt;br /&gt;
Note that 3D shockwaves are usually flat discs that FSO scales up. The animated 2D billboards used by 2D shockwaves with the addition of [[Command-Line Reference#-soft_particles|soft particles]], may look better when intersecting with models (which shockwaves often do). Use at your discretion.&lt;br /&gt;
&lt;br /&gt;
====-no_post_process====&lt;br /&gt;
{{Table190|&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Post Processing&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables the use of post-processing effects as defined by the post_process.tbl. Bloom usage has an additional cmdline option for setting its value, most post processing effects are achieved in mission per the mission designer or can be enabled globally in the table. Since post-processing is required for nebula effects post-3.8, it has been enabled by default as of Release 19.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-soft_particles====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable soft particles&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Applies a blending factor to particles depending on their proximity to geometry&lt;br /&gt;
&lt;br /&gt;
====-aa====&lt;br /&gt;
{{Table202|&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable post-processing antialiasing&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;-aa&#039;&#039;&#039; This flag enables the default antialiasing. Because FSO uses a deferred renderer, hardware-driven AA methods like MSAA cannot be used; the engine includes the well-established FXAA and SMAA post-processing shaders to get antialiasing instead. By default, the &amp;quot;Low&amp;quot; preset of the SMAA shader will be used. &lt;br /&gt;
*&#039;&#039;&#039;-aa_preset&#039;&#039;&#039; Sets a different antialiasing mode, in case the default is insufficient or is too taxing on the GPU. This parameter takes a numeric argument ranging from 0 to 6. 0-2 correspond to the Low, Medium and High FXAA presets, 3-6 to the Low, Medium, High and Ultra SMAA presets respectively. The impact of these presets, both in terms of performance and in terms of visuals, can be observed in the F3 lab: The number keys 0-6 can be used to switch through the various AA presets on the fly there.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-msaa====&lt;br /&gt;
{{Table232|&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable multisample antialiasing&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
This parameter helps to reduce glinting and flickering of details on ships and other models when they are far away. Should be used together with -aa and not as a replacement for it!&lt;br /&gt;
Enables MSAA and sets the number of samples for it. This parameter takes a numeric argument ranging from 0 to 16, in powers of two (0, 4, 8, 16). 0 disables the feature, 4 is recommended for midrange systems, and 8 for high-end systems.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-fxaa====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable FXAA antialiasing&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables the FXAA anti-aliasing. Further information can be found here: http://www.hard-light.net/forums/index.php?topic=76145.0&lt;br /&gt;
There is an associated parameter -fxaa_preset, which takes a number from 0 to 7; these can be used to set the effect&#039;s quality. Note that, while there are up to 7 possible values for this parameter, there are only 3 presets available: a value of 0-3 corresponds to the &amp;quot;Low&amp;quot; preset, 4-6 gets you the &amp;quot;medium&amp;quot; preset, and 7 and up switches to the &amp;quot;High&amp;quot; preset.&lt;br /&gt;
&lt;br /&gt;
This antialiasing mode should only be used on very old (read: 2005-2010 era) hardware. For all other systems, the -smaa flag (detailed below) should be used.&lt;br /&gt;
{{Table202|&lt;br /&gt;
This parameter has been deprecated in favour of the -aa parameter, as seen above&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-smaa====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable SMAA anti-aliasing&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables the SMAA anti-aliasing method. Like FXAA, this is a post-processing effect that provides an AA stage; It is a more advanced and therefore more resource-intensive effect, but generally produces higher-quality images.&lt;br /&gt;
Like -fxaa, there is a configurable flag -smaa_preset, which takes a number from 0 to 3; these correspond directly to the Low, Medium, High and Ultra presets of the SMAA shader.&lt;br /&gt;
&lt;br /&gt;
It is possible to compare the effectiveness of the different AA shaders by using the F3 lab: Load up any ship model and a background, then use the number keys 0 to x to switch through the various AA methods. 0-2 correspond to FXAA Low, Medium and High, 3-6 correspond to SMAA Low, Medium, High and Ultra.&lt;br /&gt;
{{Table202|&lt;br /&gt;
This parameter has been deprecated in favour of the -aa parameter, as seen above&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-nolightshafts====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable lightshafts&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables Lightshafts even if a mission designer enables them via SEXP in a mission.  This was previously documented as -flightshaftsoff but appears to have been changed to -nolightshafts for consistency before -flightshaftsoff was ever used in a released build.&lt;br /&gt;
&lt;br /&gt;
====-fb_explosions====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Framebuffer Shockwaves&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Applies a framebuffer distortion effect to shockwaves&lt;br /&gt;
&lt;br /&gt;
====-fb_thrusters====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Framebuffer Thrusters&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Applies a framebuffer distortion effect to Thrusters. NOTE: Only &amp;quot;point&amp;quot; thrusters are affected by this; modelled thrusters (as used on most retail models) are not affected by this.&lt;br /&gt;
&lt;br /&gt;
====-no_deferred====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Deferred Lighting&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION NEEDED&lt;br /&gt;
&lt;br /&gt;
====-enable_shadows====&lt;br /&gt;
{{table373|&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable shadows&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables shadows where supported by the OpenGL version provided by the user&#039;s GPU. -shadow_quality can be used to control the quality level.&lt;br /&gt;
{{note|Currently doesn&#039;t support shadows for cockpits and show ship.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable vertical sync&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
&lt;br /&gt;
====-fps====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show frames per second on HUD&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Another Pair of Scanning Lines&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Info next to Target&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
&lt;br /&gt;
====-orbradar====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enables 3D radar&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Orb style 3D radar will replace the standard 2D version.&lt;br /&gt;
&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Rearm/Repair Completion Timer&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable the analog Ballistic Ammo gauge&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
&lt;br /&gt;
====-window====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Run in Window&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
&lt;br /&gt;
====-fullscreen_window====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Run in Fullscreen Window&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Runs the game in a borderless window.&lt;br /&gt;
&lt;br /&gt;
====-stretch_menu====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Stretch interface to fill screen&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scales the interface to fill the screen without preserving the aspect ratio. Omit this to keep the aspect ratio, adding black bars where appropriate.&lt;br /&gt;
&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
&amp;quot;Disable scale-to-window for Movies&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Disables fullscreen scaling of video clips.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable motion debris&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use Models for Ship Selection&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Uses ship models in ship selection window. It completely disables the standard ANI interface in this screen. &amp;lt;br&amp;gt;&lt;br /&gt;
If a mod does not supply the required interface art for a ship, this mode will be used instead.&lt;br /&gt;
&lt;br /&gt;
====-weapon_choice_3d====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use Models for Weapon Selection&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Uses weapon models in weapon loadout window for secondary weapons (missiles and bombs). It completely disables the standard ANI interface in this screen.  &amp;lt;br&amp;gt;&lt;br /&gt;
If a mod does not supply the required interface art for a weapon, this mode will be used instead.&lt;br /&gt;
&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable 3D Warp&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Flash upon Warp&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
&lt;br /&gt;
====-no_ap_interrupt====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Interrupting of AutoPilot&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tells the game to not allow players to interrupt an autopilot already-in-progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
&lt;br /&gt;
====-nosound====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Sound and Music&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-nomusic====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disables Music&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-no_enhanced_sound====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable enhanced sound&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables the enhanced sound rendering functions enabled by OpenAL Soft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Launcher===&lt;br /&gt;
&lt;br /&gt;
====-override_data====&lt;br /&gt;
{{Table230|&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable override directory&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Inserts an &#039;_override/&#039; location into the load order after all mod directories, intended for user table overrides layered over top multiple mods without as many accidental pollution issues for other mods or load order confusion that older methods can cause.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-portable_mode====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Store config in portable location&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Uses the root directory of FSO for storing pilot and config files. The current launcher does not have proper support for this yet so you need to manually copy the fs2_open.ini from the original config directory to your FreeSpace Root directory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====-parse_cmdline_only====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Parse Command Line Only&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Parse only the application command line settings, and ignore any that may have been set in the on-disk data/cmdline_fso.cfg or per-user cmdline_fso.cfg (on Linux/Mac)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====-get_flags====&lt;br /&gt;
{{Table38|&#039;&#039;&#039;&amp;quot;Output the launcher flags file&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
Used by launchers to get certain information from FSO via binary file or stdout.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, either &#039;&#039;&#039;binary&#039;&#039;&#039; or &#039;&#039;&#039;json_v1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;binary&#039;&#039;&#039; will output info to a binary file in the root directory (probably within AppData)&lt;br /&gt;
&#039;&#039;&#039;json_v1&#039;&#039;&#039; will output via stdout on the console a .json object as a string}}&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
&lt;br /&gt;
====-standalone====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Run as Stand Alone Server&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Creates a standalone multi-player server.&lt;br /&gt;
&lt;br /&gt;
====-startgame====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Skip Mainhall and Start Hosting&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once you launch and choose a pilot within the game, you will immediately have begun to host a game.  This can be used in conjunction with several options to customize the game you create: -closed, -restricted, -password, -gamename, -allowabove, and -allowbelow.  -startgame has no effect when -standalone is used.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]  [[Command-Line_Reference#-gamename|-gamename]]  [[Command-Line_Reference#-allowabove|-allowabove]]  [[Command-Line_Reference#-allowbelow|-allowbelow]]&lt;br /&gt;
&lt;br /&gt;
====-closed====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Start Hosted Server as Closed&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hosts a new game in a closed state, where no one can join until the in-game &amp;quot;Close&amp;quot; button is cleared.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -restricted or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-restricted====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Host Confirms Join requests&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hosts a new game in a restricted state.  The host is presented with option to accept or deny each client&#039;s request to join the game.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-multilog====&lt;br /&gt;
Creates a log file with a summary of packets sent and received in multiplayer games.  The file is saved as \data\multi.log within the active mod folder&amp;amp;mdash;or with main data folder if no mod is active.&lt;br /&gt;
&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
{{Note| Removed as of 21.0}}&lt;br /&gt;
&lt;br /&gt;
====-mpnoreturn====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disables Flight Deck option&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
====-gateway_ip====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Set gateway IP address&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
&lt;br /&gt;
====-no_ingame_options====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disables Use of In-game Options&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
Disables a mod using the new in-game options (mods set using in-game options in the game_settings.tbl file). Recall, the new in-game options allow all settings to be set in-game rather than via flag (even items like resolution).&lt;br /&gt;
&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Setting of Gamma&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
&lt;br /&gt;
====-nomovies====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Video Playback&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Parsing Errors&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables. The errors are there for a reason.&lt;br /&gt;
&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Load all weapons, even those not used&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-disable_fbo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable OpenGL RenderTargets&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-disable_pbo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable OpenGL Pixel Buffer Objects&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables the use of Pixel Buffer Objects (PBO) which may cause certain OpenGL operations to perform slower. Note PBO&#039;s were only used at three places in FSO anyway so it&#039;s *probably* not going to have a noticeable effect.  &lt;br /&gt;
&lt;br /&gt;
May be required to workaround issues in certain versions of Linux&#039;s Mesa drivers for Intel integrated graphics cards where crashes occur in the mainhall (i.e. whenever a popup occurs). Distros that seem to have this problem presently include Ubuntu 13.10 and openSUSE 13.1.&lt;br /&gt;
{{Table371|&lt;br /&gt;
*This feature is present to work around a bug in Linux&#039;s Mesa drivers for Intel integrated graphics cards}}&lt;br /&gt;
&lt;br /&gt;
====-ati_swap====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Fix Color issues on some ATI cards&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://scp.indiegames.us/mantis/view.php?id=1669 Mantis #1669] is what led to this flag&#039;s creation.&lt;br /&gt;
&lt;br /&gt;
====-no_3d_sound====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use only 2D/stereo for sound effects&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-mipmap====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable mipmapping&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Causes for non-mipmapped textures to have mipmaps generated within the GPU on certain kind of texture formats, (IIRC, DDS formatted textures with a power of 2 size in both width and height). &amp;lt;br&amp;gt;&lt;br /&gt;
Since the use of already mipmapped DDS textures has become common, it has become deprecated.&lt;br /&gt;
The quality of the generated mipmaps depends on each GPU and used driver. It is normally used with [[Command-Line_Reference#-img2dds|-img2dds]] flag.&lt;br /&gt;
&lt;br /&gt;
====-use_gldrawelements====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use glDrawElements instead of glDrawRangeElements&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Introduced as a means of switching to the slower OpenGL call glDrawElements, instead of glDrawRangeElements.&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*This feature may resolve certain rendering problems where parts of models are not drawn on Linux drivers}}&lt;br /&gt;
&lt;br /&gt;
====-gl_finish====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Fix input lag on AMD+Linux&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
{{Table371|&lt;br /&gt;
This option adds a &amp;quot;glFinish()&amp;quot; call just prior to swapping buffers. It works around an issue with &amp;quot;recent&amp;quot; (HD 6000 &amp;amp; newer?) AMD cards using proprietary drivers on Linux. Be warned that enabling this may reduce framerate.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Refer to [http://www.hard-light.net/forums/index.php?topic=88102.0 this thread] and [https://github.com/ValveSoftware/Source-1-Games/issues/765 Valve&#039;s bugtracker] for more details).&lt;br /&gt;
&lt;br /&gt;
====-no_geo_effects====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable geometry shader for effects&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Particle rendering uses geometry shaders for high performance, this flag disables that behaviour.&lt;br /&gt;
&lt;br /&gt;
====-set_cpu_affinity====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Sets processor affinity to config value&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use this to force FSO to run on the specified core. CPU cores are numbered starting with 0 for the first core.&lt;br /&gt;
&lt;br /&gt;
====-nograb====&lt;br /&gt;
Disables focus grabbing in a window.&lt;br /&gt;
{{Note| This feature is not available on Windows.}}&lt;br /&gt;
&lt;br /&gt;
====-noshadercache====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disables the shader cache&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On GPUs with support for OpenGL 4 and higher, FSO caches the compiled shaders for increased performance.&lt;br /&gt;
&lt;br /&gt;
====-fix_registry====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use a different registry path&amp;quot;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-log_multi_packet====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Dump packet type to the debug log.  Helps with misaligned multi packets.&amp;quot;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION NEEDED&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Allows Ingame Joining&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
&lt;br /&gt;
====-voicer====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Voice Recognition&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Windows-only.  Enables voice-recognition for wingmen commands.  Must be specifically compiled into a build in order for it to be available; 3.6.10 final includes the feature.  See [[Voice Recognition]] for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
&lt;br /&gt;
====-bmpmanusage====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show how many BMPMAN slots are in use&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Adds a BMPMAN slot usage display near where the FPS display is (or would be, if it&#039;s not enabled). Can be used by mod makers to see if they need to increase their [[Game_settings.tbl#$BMPMAN Slot Limit:|BMPMAN slot limit]].&lt;br /&gt;
&lt;br /&gt;
====-pos====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show Position of Camera&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
&lt;br /&gt;
====-stats====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show Statistics&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show Coordinates&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
====-pofspew====&lt;br /&gt;
Loads all POF files in the current mod and prints out information on their LODs and mesh faces.  In previous version of FSO this command also generated IBX cache files for each object in the data/cache folder for that mod, but IBX cache files are no longer used. &amp;lt;br&amp;gt;&lt;br /&gt;
Nowadays, this command is most useful for quickly checking all models in a mod for any debug errors.&lt;br /&gt;
&lt;br /&gt;
====-weaponspew====&lt;br /&gt;
{{table202|&lt;br /&gt;
Outputs information about player-allowed weapons (and child munitions) to the log file.  This includes a CSV with comparative stats on all weapons, as well as MediaVP-style descriptions for the loadout screen. &amp;lt;br&amp;gt;&lt;br /&gt;
The command &#039;-weaponspew all&#039; will print all weapons, not just player-allowed weapons.}}&lt;br /&gt;
&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
Is actually now (or should be) a typed reference rather than as a selection item. Takes 1 argument, usually a descriptive name.&lt;br /&gt;
Example usage: &amp;quot;-table_crcs MediaVPs&amp;quot; will create a table_crcs.csv file in the running mod (name can be separate of the mod selected) that allows for the validation of the tables used by that mod while on-line. The descriptive parameter given helps &amp;quot;allocate&amp;quot; that .csv file to the mod in question, and as such should closely or exactly match that mods name if possible.&lt;br /&gt;
&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
Is actually now (or should be) a typed reference rather than as a selection item. Takes 1 argument, usually a descriptive name.&lt;br /&gt;
Example usage: &amp;quot;-mission_crcs MediaVPs&amp;quot; will create a mission_crcs.csv file in the running mod (name can be separate of the mod selected) that allows for the validation of the missions used by that mod while on-line. The descriptive parameter given helps &amp;quot;allocate&amp;quot; that .csv file to the mod in question, and as such should closely or exactly match that mods name if possible.&lt;br /&gt;
&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Collisions&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Weapon Rendering&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
This will make the FSO build spit out an html file that documents the supported SEXP&#039;s.&lt;br /&gt;
&lt;br /&gt;
Just double click on sexps.html and it should open in your default web browser.&lt;br /&gt;
&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
This will make the FSO build spit out an html file that documents the supported scripting hooks and LUA libraries.&lt;br /&gt;
&lt;br /&gt;
Just double click on scripting.html and it should open in your default web browser.&lt;br /&gt;
&lt;br /&gt;
====-save_render_target====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Save Render Targets to file&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-verify_vps====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Spew VP crcs to vp_crcs.txt&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exports the CRC values of the VP files being loaded into a vp_crcs.txt file.&lt;br /&gt;
&lt;br /&gt;
====-reparse_mainhall====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Reparse mainhall.tbl when loading halls&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mainhall.tbl will be reparsed every time a mainhall is loaded, as opposed to just once at game startup.&lt;br /&gt;
&lt;br /&gt;
====-noninteractive====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disables interactive dialogs&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
Disables all dialogs and chooses the default option when one would be displayed. Very useful for a standalone server on a headless system.&lt;br /&gt;
&lt;br /&gt;
====-no_unfocused_pause====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Don&#039;t pause if the window isn&#039;t focused&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the FSO window looses focus it will not pause the game, useful for doing non-interactive test runs.&lt;br /&gt;
&lt;br /&gt;
====-benchmark_mode====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Puts the game into benchmark mode&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
See [[Benchmarking]] for more information.&lt;br /&gt;
&lt;br /&gt;
====-profile_frame_time====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Profile frame time&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Activates the frame profiling code. This presents a readout showing the current, minimum, maximum and average percentages of frametime a given section of code has taken up; this can be used to identify particular bottlenecks or measure the effectiveness of certain optimizations.&lt;br /&gt;
&lt;br /&gt;
====-profile_write_file====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Write profiling information to file&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This will write the frame times of each gameplay frame to the file &#039;profiling.csv&#039; where each line is &#039;&#039;&amp;lt;time&amp;gt;;&amp;lt;frametime&amp;gt;&#039;&#039;. Both times are measured in nanoseconds(1/1000000000th of a second). &#039;&#039;time&#039;&#039; is measured from an arbitrary time in the past. To get consistent results the first &#039;&#039;time&#039;&#039; value should be substracted from all &#039;&#039;time&#039;&#039; values. The first two frames are usually very long because the timer is set at engine startup so you might want to exclude those from your data.&lt;br /&gt;
&lt;br /&gt;
====-json_profiling====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Generate JSON profiling output&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gathers information from the built-in profiling tools and writes them out to a .json file readable by the Google Chrome tracer or TraceCompass/SpaceCompass.&lt;br /&gt;
NOTE: This will create fairly massive data sets (several hundred megabytes per minute of gameplay). The files will be written to the subdirectory &amp;quot;tracing&amp;quot; in the FreeSpace data folder; FreeSpace will not create that folder automatically, however.&lt;br /&gt;
&lt;br /&gt;
====-debug_window====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Display Debug Window&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lists the fs2_open.log in (nearly)real-time generation.&lt;br /&gt;
&lt;br /&gt;
====-gr_debug====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Output graphics debug information&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-stdout_log====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Output log file to stdout&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-slow_frames_ok====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Don&#039;t adjust timestamps for slow frames&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-luadev====&lt;br /&gt;
{{Table230|&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Make lua errors non-fatal&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Intended for use with live-development scripts to allow iteration without engine restarts.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
The following options are not available as checkboxes in the launcher and must be entered into the &amp;quot;Custom flags&amp;quot; field.  Many require parameters, which follow the flag separated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Lighting===&lt;br /&gt;
These factors can dramatically alter the atmosphere of the game. [[Sample Lighting Settings|This page]] has some sample lighting settings with screenshots. Largely sourced from [https://www.hard-light.net/forums/index.php?topic=94875.msg1870215#msg1870215 this thread].&lt;br /&gt;
&lt;br /&gt;
{{Table224|&lt;br /&gt;
This method of configuring a mod&#039;s lighting has been replaced with the [[Lighting_Profiles.tbl]]. New lighting flags now mainly serve usability and accessibility reasons, with some legacy support for modifying ambient intensity.}}&lt;br /&gt;
====-light====&lt;br /&gt;
{{Table224|&lt;br /&gt;
This is a multiplier applied to all level lights. This includes a mission&#039;s ambient light setting, but does not include imaged-based lighting from a mission&#039;s background. Defaults to 1.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
====-ambient ====&lt;br /&gt;
&lt;br /&gt;
{{Table224|&lt;br /&gt;
This is a multiplier applied to the intensity of level ambient lighting. It applies only to the simple ambient light value, not to image-based lighting from a mission&#039;s background. Defaults to 1.&lt;br /&gt;
&lt;br /&gt;
Unlike the old -ambient_factor flag this is a true multiplier to light intensity and does not use special math, and is not clamped above 0. A value of 0 will effective disable ambient light.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
====-emissive====&lt;br /&gt;
&lt;br /&gt;
{{Table224|&lt;br /&gt;
This sets an amount of white ambient light added to all models. This is in addition to any amount of ambient light already present in a level. This is a relative amount, 1.0 is equivalent to a mission set to 255,255,255, and it can be set higher than this. This light is added after the multiplier from -ambient or any mod ambient settings are applied, so will add light regardless of other settings. Defaults 0.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. The way this works is a bit weird. (ambient factor * 2) - 255 is &amp;quot;added&amp;quot; to mission ambient, but since this will almost always be a negative value it&#039;s actually removed from mission ambient. Because of how light values are clamped it cannot go below 5.1, ambient_factor 70 will result in -115 to mission ambient which is 120 by default. 70 is essentially the lowest ambient for missions with default ambient settings which are all retail missions and the vast majority of mod missions. FS2&#039;s standard value is 120. 70 is basically no ambient, 80 is a bit of ambient, and 90 is quite a bit of ambient(ships will look bright from all sides). Anything above that will make ships look incredibly &amp;quot;flat&amp;quot;. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
{{Table224|&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;This feature is now deprecated, it will have no effect on rendering. see -ambient for an alternative user setting and [[Lighting_Profiles.tbl]] for mod configuration&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
====-spec_point====&lt;br /&gt;
This is a multiplier that adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. If you want lasers to light up more set this to around 2. If you want less lighting, set it to around 0.5. Default is 1.0. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;This feature is now deprecated, it will have no effect on rendering. see [[Lighting_Profiles.tbl]] for mod configuration alternatives&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
====-spec_static====&lt;br /&gt;
This is a multiplier that adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. For non-PBR models it will make their sun-lit side very shiny and reflective; for PBR models it will make the sun-lit side a lot brighter. There&#039;s no flag to control diffuse static lighting so non-PBR models will always have the same amount of light come from suns. Default is 1.0. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;This feature is now deprecated, it will have no effect on rendering. see [[Lighting_Profiles.tbl]] for mod configuration alternatives&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
This is a multiplier that adjusts how much beam weapons contribute to specular highlights. Higher numbers mean a greater contribution. If you want lasers to light up more set this to around 2. If you want less lighting, set it to around 0.5. Default is 1.0. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;This feature is now deprecated, it will have no effect on rendering. see [[Lighting_Profiles.tbl]] for mod configuration alternatives&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
====-ogl_spec====&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;This feature is now deprecated, it will have no effect on rendering.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Takes a numerical argument. This value changes the basic shininess of the specular light in OpenGL.  A lower value reduces the overall intensity of the light making it broader and less powerful.  A higher value makes it more focused and brighter.  The default value is 80, and the usable range is 0 to 128 (clamped). The original default value was 60, but it was raised to behave more D3D like.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;This feature is now deprecated, it will have no effect on rendering.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
&lt;br /&gt;
====-bloom_intensity====&lt;br /&gt;
Requires -post_processing (&amp;quot;Enable Post Processing&amp;quot;) command.&lt;br /&gt;
Default value is 25. Range is 0-200.&lt;br /&gt;
&lt;br /&gt;
====-shadow_quality====&lt;br /&gt;
{{table373|&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Set shadows quality&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This sets the resolution for the shadow maps the engine uses for real-time shadowing.&lt;br /&gt;
Note that higher resolutions require more processing power and VRAM; this feature is only recommended for users with a decently powerful dedicated GPU.&lt;br /&gt;
Valid ranges are 0 to 4 with 2 being the default. &lt;br /&gt;
&lt;br /&gt;
* 0 disables shadows (so there&#039;s no point in setting it!)&lt;br /&gt;
* 1 uses 512x512 resolution (lower quality)&lt;br /&gt;
* 2 uses 1024x1024 resolution (medium quality)&lt;br /&gt;
* 3 uses 2048x2048 resolution (high quality)&lt;br /&gt;
* 4 uses 4096x4096 resolution (ultra quality) &lt;br /&gt;
&lt;br /&gt;
Currently this requires -enable_shadows to be set, or it has no effect.&lt;br /&gt;
}}&lt;br /&gt;
{{table38|No longer requires -enable_shadows to be set.}}&lt;br /&gt;
&lt;br /&gt;
====-anisotropic_filter====&lt;br /&gt;
{{table382|&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Set anisotropic filtering level&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
Valid ranges are 1 to whatever maximum the GPU supports (which should be 16 for most currently available GPUs)&lt;br /&gt;
By default, the GPUs&#039; max supported level is used; set this to 1 if you want the minimum level available.}}&lt;br /&gt;
&lt;br /&gt;
====-res====&lt;br /&gt;
Allows you to specify a resolution if the desired one cannot be set in the Launcher. &lt;br /&gt;
For example, -res 1920x1080 would run the game in 1920 x 1080 resolution. Since it requires an argument, it needs to be entered as a custom flag when using the Launcher. The &amp;quot;Run at specified resolution&amp;quot; option the Launcher gives is essentially this, but without being able to actually specify a resolution, it doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
====-center_res====&lt;br /&gt;
Specifies how much of the screen area should be utilized by menus, movies, the HUD, and various other 2D graphics. Intended for use with configurations with an extremely wide field of view, such as triple-monitor setups.&lt;br /&gt;
&lt;br /&gt;
By default, if the screen resolution&#039;s aspect ratio is wider than 7:2, most 2D elements utilize only the center 3/10 of the screen area. This setting allows users to override this behavior to make better use of the center monitor. (The reason for using 3/10 rather than 1/3 is that many triple-monitor setups use bezel correction, which reduces the fraction of the screen area that the center monitor displays.)&lt;br /&gt;
&lt;br /&gt;
For example, if the screen resolution is 6000x1080, then -center_res 1920x1080 will keep most 2D graphics in the center 1920x1080 area. This setting is automatically scaled to fit the screen resolution, so (assuming the resolution is still 6000x1080) -center_res 1280x720 is given, then that resolution is enlarged to 1920x1080.&lt;br /&gt;
&lt;br /&gt;
====-aa_preset====&lt;br /&gt;
{{table202|&lt;br /&gt;
This parameter can be used to select the AA solution the engine is using. Valid values are 0 to 6 inclusive:&lt;br /&gt;
* 0: FXAA Low&lt;br /&gt;
* 1: FXAA Medium&lt;br /&gt;
* 2: FXAA High&lt;br /&gt;
* 3: SMAA Low&lt;br /&gt;
* 4: SMAA Medium&lt;br /&gt;
* 5: SMAA High&lt;br /&gt;
* 6: SMAA Ultra&lt;br /&gt;
&lt;br /&gt;
The various AA presets can be tested in the F3 lab; the number keys from 0-6 switch between the various presets as described above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-fxaa_preset====&lt;br /&gt;
Requires both -post_processing and -fxaa. Can be used to adjust the FXAA quality and speed, 0 is fastest, 9 is highest quality. Default setting is 6.&lt;br /&gt;
{{table202|Has been superceded by the -aa_preset cmdline argument}}&lt;br /&gt;
&lt;br /&gt;
====-smaa_preset====&lt;br /&gt;
Requires both -post_processing and -smaa. Can be used to adjust the SMAA quality and speed, 0 is low, 1 is medium, 2 is high, and 3 is ultra (highest quality). Default setting is 1.&lt;br /&gt;
{{table202|Has been superceded by the -aa_preset cmdline argument}}&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
&lt;br /&gt;
====-no_fps_capping====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Don&#039;t limit frames-per-second&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
&lt;br /&gt;
====-keyboard_layout====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Manually sets a keyboard layout&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A commandline parameter to set the keyboard layout as a string parameter.&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Currently the only valid string is &amp;quot;qwertz&amp;quot; (German) but French azerty may be added in future.}}&lt;br /&gt;
&lt;br /&gt;
====-pilot====&lt;br /&gt;
&lt;br /&gt;
Skips the barracks and automatically loads the pilot with the name specified.&lt;br /&gt;
&lt;br /&gt;
====-start_mission====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Skip the mainhall in jump right into the specified mission&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jump into the mission specified by the filename.  Only in effect on the first run. This will skip load of the mainhall and its other related things altogether.&lt;br /&gt;
&lt;br /&gt;
====-mod====&lt;br /&gt;
Specifies in which folders inside FreeSpace 2 directory, the game looks for all the game data (models, missions, textures, tables, ...). Retail version only looks inside &#039;&#039;Freespace2/data/&#039;&#039; structure and &#039;&#039;Freespace2/vp archives&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This flag allows installing several different mods that modify retail behavior, and switching between them without needing to erase files or having undesired cross effects. Each mod should be installed in its own folder.&lt;br /&gt;
&lt;br /&gt;
It takes one argument string: the chain of names of the used directories. Comma (&#039;&#039;&#039;,&#039;&#039;&#039;) must be used as separator. In this way, &#039;&#039;&#039;-mod dir1,dir2,dir3,...,dirx&#039;&#039;&#039; causes the game to use the following directory precedence:&lt;br /&gt;
&lt;br /&gt;
#Freespace2/dir1/&lt;br /&gt;
#Freespace2/dir2/&lt;br /&gt;
#Freespace2/dir3/&lt;br /&gt;
# ... (the rest of the typed directories) ...&lt;br /&gt;
#Freespace2/dirx/&lt;br /&gt;
#Freespace2/&lt;br /&gt;
&lt;br /&gt;
This flag can be indirectly set, (and it is normally set), through Launcher MOD tab and [[mod.ini]] file.&lt;br /&gt;
&lt;br /&gt;
Within the Launcher&#039;s MOD tab you can select one directory, (let&#039;s call it &#039;&#039;moddir&#039;&#039;), so the flag is at least set to &#039;&#039;&#039;-mod moddir&#039;&#039;&#039;.&lt;br /&gt;
If &#039;&#039;Freespace2/moddir/[[mod.ini]]&#039;&#039; exists it will be used to modify the -mod flag, too.&lt;br /&gt;
&lt;br /&gt;
For further details, see &#039;&#039;&#039;[[mod.ini]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Data precedence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As already said, within the different directories, the data precedence is set by the specified order in the -mod flag. The lowest priority goes to the Freespace2 installation directory.&lt;br /&gt;
&lt;br /&gt;
Inside each directory, data precedence is the following:&lt;br /&gt;
&lt;br /&gt;
#Individual files located in &#039;&#039;Current_dir/data/&#039;&#039; subdir structure. See [[FS2_Data_Structure|FS2 Data Structure topic]] for deeper info about the different folders and contents this structure has.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &amp;quot;similar&amp;quot; to zip archives. They just contain other files and folders. Moreover, files have to be stored using the same &#039;&#039;data/&#039;&#039; structure used outside it). &amp;lt;br&amp;gt;Vp archives are read in alphabetical order with files loaded earlier taking priority over those loaded later. So aaa.vp files have higher priority than aab.vp files and so on.&lt;br /&gt;
&lt;br /&gt;
The highest priority file overrides the rest of them. In this way, if you have a &#039;&#039;Mission.fs2&#039;&#039; inside &#039;&#039;Freespace2/Pri1/data/missions/&#039;&#039; it doesn&#039;t matter that this &#039;&#039;Mission.fs2&#039;&#039; is also inside &#039;&#039;Freespace2/Pri1/aaa.vp&#039;&#039;, &#039;&#039;Freespace2/Pri1/aab.vp&#039;&#039;, ... or &#039;&#039;Freespace2/data/missions/&#039;&#039;. This data precedence allows the user to quickly replace old files by corrected or enhanced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
# As derived from the explanation, the exact names for directories or vp archives are actually irrelevant. It only matters the directory order inside -mod flag argument and the alphabetical order for vp archives inside each used directory.&lt;br /&gt;
# This flag is also used by [[Portal:FRED|FRED]]. So if there is special mod info, (like backgrounds maps, ship models or whatever), it must be typed, (&#039;&#039;Fred2_Open_r.exe -MOD whatever&#039;&#039;), or FRED won&#039;t be able to use it. A special build of wxLauncher is able to configure FRED so that the -mod doesn&#039;t have to be done manually see [http://www.hard-light.net/forums/index.php?topic=67950.msg1387911#msg1387911 the forum post] for more details.&lt;br /&gt;
{{Table3612|As of 3.6.12 FRED now loads cmdline_fso.cfg just like FS does so FRED will use the same settings as FS including the -mod settings}}&lt;br /&gt;
# Be careful while typing the directory names in the flag argument or inside mod.ini files. The program doesn&#039;t check if the typed directories exist. If they do not exist, they are just ignored. No warnings, no errors, no messages at all.&lt;br /&gt;
&lt;br /&gt;
{{Warning| &#039;&#039;&#039;Priority and Texture Formats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Obsolete behavior - Until FS2_open v3.6.9.:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
FS2_Open can use several file formats in textures: [http://en.wikipedia.org/wiki/PCX PCX], [http://en.wikipedia.org/wiki/DirectDraw_Surface DDS], [http://en.wikipedia.org/wiki/JPG JPG] and [http://en.wikipedia.org/wiki/TGA TGA]. Make sure you keep the format when you update your texture. For example if you update the old &#039;&#039;TextureOfMyFighter.tga&#039;&#039;, do not save it as &#039;&#039;TextureOfMyFighter.dds&#039;&#039; in a higher priority place, because there is a chance of the game loading the old one despite of all.&lt;br /&gt;
&lt;br /&gt;
The reason to do this is that, loading process (including priorities) is applied firstly for a kind of textures (TGAs), then for another kind (JPGs), and so on. This behavior can lead to situation where your new, updated and higher priority placed texture is not read because the format of the older one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;New behavior - From FS2_open v3.6.10. (including previous beta testing releases):&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The former issue has been fixed. Now texture format priority is only applied within the same location. In this &#039;&#039;strange&#039;&#039; situation it goes DDS -&amp;gt; TGA -&amp;gt; JPG -&amp;gt; PCX. Examples:&lt;br /&gt;
* &#039;&#039;/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.dds&#039;&#039; is loaded instead of &#039;&#039;/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.tga&#039;&#039;.&lt;br /&gt;
* But your improved &#039;&#039;/Freespace2/data/maps/MyTexture.xxx&#039;&#039; will override them both despite of its format.&lt;br /&gt;
In this way, when you update any texture, you don&#039;t have to pay attention to its original format. Just place it in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, global priority is kept between animated and static textures. Because of their management, animated textures (ANIs and EFFs) are looked for BEFORE static ones. In this way there&#039;s no way to update an animated texture with a static one (an obsolete ANI is always going to be loaded before the newer DDS version). The solution: use an updated EFF with just one frame.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-fov====&lt;br /&gt;
This flag allows the player to specify the &#039;&#039;vertical&#039;&#039; Field of View (FoV) angle, in radians, for the player eyepoint. The angle is measured across the full height of the viewing cone. The FoV angle is technically known as the Angle of View (AoV)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039; Angle&lt;br /&gt;
*Valid Values: 0 to 2*Pi radians&lt;br /&gt;
*Default Value: 0.75 radians&lt;br /&gt;
&lt;br /&gt;
{{Note|For peculiar reasons, the actual FoV/AoV used by the game will be the supplied value multiplied by 1.39626348.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The the FoV angle/AoV is what determines the relative zoom level of the main game camera. Smaller angles generally equal to higher zoom levels, while larger angles equal to lower zoom levels (down to the theoretical x0 magnification).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, too small of an angle will have a squashed look on the edges of your screen, and too high of an angle will greatly stretch edges. It is recommended to change the AoV, as FS2&#039;s default AoV has some perspective distortion at the screen edges (the default AoV is too high).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A natural looking (as if you where physically in the cockpit) AoV depends on the distance the player&#039;s actual eyes are away from the screen: the further away from the screen, the smaller the AoV should be, and vice versa. &amp;quot;Ergonomic&amp;quot; distances generally yield a &#039;&#039;&#039;&#039;&#039;diagonal&#039;&#039;&#039;&#039;&#039; AoV of 0.523 radians (30 degrees), but you can easily find the natural AoV by the following formula:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AoV (radians) = 2 * atan( H / ( 2*D ))&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
&lt;br /&gt;
Height of screen = H&lt;br /&gt;
&lt;br /&gt;
Distance between head/eye and the screen = D&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Generally, gamers like to increase the AoV in order to increase their peripheral vision on the screen, so as to gain a better situational awareness around their craft. An AoV of 0.39 radians seems to be a good start, but feel free to experiment and use whatever AoV you are most comfortable with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====-deadzone====&lt;br /&gt;
This allows the player to set the deadzone value as a percentage of the joystick&#039;s range, allowing a more finely tuned setting than with the in-game options. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;integer&#039;&#039;&#039;&#039;&#039; Percentage&lt;br /&gt;
*Valid Values: 0 to 100&lt;br /&gt;
*Default Value: 0&lt;br /&gt;
&lt;br /&gt;
Setting this value to 100 will make the joystick axes completely unresponsive.    &lt;br /&gt;
While this flag is set, the in-game deadzone options will be disabled.&lt;br /&gt;
&lt;br /&gt;
===Launcher===&lt;br /&gt;
&lt;br /&gt;
====-query_speech====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Does this build have Speech?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by the host.  This only works when used in conjunction with -startgame.  &lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the name to be assigned to the game being created.&lt;br /&gt;
&lt;br /&gt;
This argument does nothing when used with -standalone.  To set the name for a standalone server, see [[Multiplayer(Main)#Standalone Servers|Standalone Servers]].&lt;br /&gt;
&lt;br /&gt;
See related:&amp;amp;nbsp;&amp;amp;nbsp; [[Command-Line_Reference#-startgame|-startgame]]&amp;amp;nbsp;&amp;amp;nbsp; [[Multiplayer(Main)#Standalone Servers|Standalone Servers]]&lt;br /&gt;
&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a standalone server.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -restricted.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the required password for the game being created.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]&lt;br /&gt;
&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player&#039;s minimum rank for joining a game.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player&#039;s maximum rank for joining a game on a standalone server.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to host a game or serve a standalone game.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port on which the host will listen for clients.&lt;br /&gt;
&lt;br /&gt;
====-connect====&lt;br /&gt;
Automatically connect to multiplayer IP:PORT.&lt;br /&gt;
&lt;br /&gt;
Takes one string value, such as 192.168.0.1:&lt;br /&gt;
&lt;br /&gt;
====-timeout====&lt;br /&gt;
Multiplayer network timeout (secs).&lt;br /&gt;
&lt;br /&gt;
Takes one integer argument, the timeout value in seconds.  Default is 30.&lt;br /&gt;
&lt;br /&gt;
====-cap_object_update====&lt;br /&gt;
Caps the maximum object update the server will respond to regardless of what the client has set. If the client is set to request high object updates but the server is capped to low, then that&#039;s all the client will get. &lt;br /&gt;
&lt;br /&gt;
Takes one argument integer (0 to 3) which corresponds to the object update cap (With 0 being low and 3 being LAN).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Help===&lt;br /&gt;
&lt;br /&gt;
====-help====&lt;br /&gt;
Instructs FSO to print out all supported parameters. Some launchers can use these options to automatically populate the available command line options, even if the version of FSO is far newer than the launcher itself. NOTE: This option only works in Linux builds...&lt;br /&gt;
&lt;br /&gt;
====--help====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-h====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-?====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Deprecated Options===&lt;br /&gt;
These options were present in the executable for some time, but have since been removed and deprecated. The engine will throw a non-fatal error when they are found in the commandline. Some of these functions have been removed entirely, others are now part of the standard operation of the engine.&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
&lt;br /&gt;
====-spec====&lt;br /&gt;
&lt;br /&gt;
====-env====&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
&lt;br /&gt;
====-normal====&lt;br /&gt;
&lt;br /&gt;
====-height====&lt;br /&gt;
&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
&lt;br /&gt;
====-img2dds====&lt;br /&gt;
&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
&lt;br /&gt;
====-nohtl====&lt;br /&gt;
&lt;br /&gt;
====-safeloading====&lt;br /&gt;
&lt;br /&gt;
====-timerbar====&lt;br /&gt;
&lt;br /&gt;
====-old_collision====&lt;br /&gt;
&lt;br /&gt;
====-json_pilot====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Dump pilot files in JSON format&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Writes the information stored in savefiles to JSON files.&lt;br /&gt;
&lt;br /&gt;
====-novbo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable OpenGL VBO&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-noibx====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Don&#039;t use cached index buffers (IBX)&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
&lt;br /&gt;
====-no_glsl====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable GLSL (shader) Support&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables the use of GLSL rendering (OpenGL shaders). The game will revert to legacy fixed render pipeline. Please note that Normal and Height map effects will be unavailable.&lt;br /&gt;
&lt;br /&gt;
====-disable_glsl_model====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Don&#039;t use shaders for model rendering&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-disable_di_mouse====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disables the DirectInput mouse code for FSO on windows.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Windows Only&#039;&#039;&#039; Can make mouse movement smoother on certain machines.&lt;br /&gt;
&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Cache bitmaps between missions&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-no_emissive_lighting====&lt;br /&gt;
See -emissive_lighting.&lt;br /&gt;
&lt;br /&gt;
====-post_process====&lt;br /&gt;
See -no_post_process.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Completely Removed Options===&lt;br /&gt;
Using one of these is the same as using a random string.&lt;br /&gt;
&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>DefCynodont119</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Objecttypes.tbl&amp;diff=65982</id>
		<title>Objecttypes.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Objecttypes.tbl&amp;diff=65982"/>
		<updated>2025-01-21T22:30:52Z</updated>

		<summary type="html">&lt;p&gt;DefCynodont119: /* +Attempt broadside: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2016-08-14|6f7039e}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;objecttypes.tbl&#039;&#039;&#039; is a table added by the FSSCP, used to set attributes of different object types. Currently the only section of this table are ship type attributes. A ship &#039;type&#039; supercedes ship classes defined in ships.tbl. For example, the [[GTF Perseus]] and [[GTF Ulysses]] belong to the &#039;fighter&#039; ship type. However, the [[GTD Orion]] belongs to the &#039;capital&#039; ship type.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-obt.tbm&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Note that objecttypes.tbl is fully XMT-compliant. In addition, the retail hardcoded types are being ported over to the objecttypes.tbl via an in-code table. So if a mod wishes to expand on the original types rather than replace them entirely, it should use a modular table file rather than a normal .tbl. Otherwise the in-code table will be ignored in favor of the one included in the mod, and the retail types will not be loaded (unless the mod includes them in its .tbl)&lt;br /&gt;
*Note that a number of aspects of the retail types are still hardcoded, although they may be moved to the objecttypes.tbl if a mod requests it.&lt;br /&gt;
&lt;br /&gt;
==#Target Priorities==&lt;br /&gt;
All set target priorities function on additive basis. For example setting &#039;object type&#039; &amp;quot;ship&amp;quot; already includes all the ships in the game.&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Name of target priority group.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+Object Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* The object types which belong to this target priority group.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
** Example: &#039;&#039;ship&#039;&#039;&lt;br /&gt;
** Options&lt;br /&gt;
:::&#039;&#039;&amp;quot;ship&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;asteroid&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;weapon&amp;quot;&#039;&#039;}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
:::&#039;&#039;&amp;quot;debris&amp;quot;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+Weapon Class:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Name of weapon classes which belong to this target priority group.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String list&#039;&#039;&#039;, names of the weapons}}&lt;br /&gt;
** Example: ( &amp;quot;&#039;&#039;Cyclops&#039;&#039;&amp;quot; &amp;quot;&#039;&#039;Tsunami&#039;&#039;&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
===+Object Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* The object flags which make their owners belong to this target priority group.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String list&#039;&#039;&#039;&lt;br /&gt;
** Options:&lt;br /&gt;
:::&#039;&#039;&amp;quot;no shields&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;targetable as bomb&amp;quot;&#039;&#039;}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
:::&#039;&#039;&amp;quot;renders&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;collides&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;physics&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;invulnerable&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;player ship&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;special warpin&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;immobile&amp;quot;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+Ship Class Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* The ship class flags which make their owners belong to this target priority group.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String list&#039;&#039;&#039;&lt;br /&gt;
** Valid Options:&lt;br /&gt;
:::&#039;&#039;&amp;quot;afterburners&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;big damage&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;has awacs&amp;quot;&#039;&#039;}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
:::&#039;&#039;&amp;quot;no collide&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;player ship&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;default player ship&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;path fixup&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;support&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;cargo&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;fighter&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;bomber&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;cruiser&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;freighter&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;capital&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;transport&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;navbuoy&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;sentrygun&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;escapepod&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no type&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;ship copy&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;in tech database&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;in tech database multi&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;stealth&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;supercap&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;drydock&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;dont collide invisible&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;corvette&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;gas miner&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;awacs&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;knossos&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no fred&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;default in tech database&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;default in tech database multi&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;flash&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;show ship&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;surface shields&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;generate icon&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no weapon damage scaling&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;gun convergence&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no thruster geometry noise&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;intrinsic no shields&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no primary linking&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no pain flash&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;allow landings&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no ets&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no lighting&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;dyn primary linking&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;auto spread shields&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;draw weapon models&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;model point shields&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;repair disabled subsystems&amp;quot;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+Weapon Class Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* The weapon class flags which make their owners belong to this target priority group.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String list&#039;&#039;&#039;&lt;br /&gt;
** Valid Options:&lt;br /&gt;
:::&#039;&#039;&amp;quot;bomb&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;huge damage&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;supercap damage&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;bomber+&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;electronics&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;puncture&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;emp&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;heat seeking&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;aspect seeking&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;engine seeking&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;pierce shields&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;local ssm&amp;quot;&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:::&#039;&#039;&amp;quot;capital+&amp;quot;&#039;&#039;}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
:::&#039;&#039;&amp;quot;heat-seeking&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;aspect-seeking&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;javelin&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;spawn&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;remote detonate&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;countermeasure&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;turns&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;swarm&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;trail&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;big ship&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;child&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no dumbfire&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;thruster&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;in tech database&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;player allowed&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;corkscrew&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;particle spew&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;esuck&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;flak&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;tag&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;shudder&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;lockarm&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;stream&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;ballistic&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;default in tech database&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;tagged only&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;cycle&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;small only&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;same turret cooldown&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;apply no light&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;transparent&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;training&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;smart spawn&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;inherit parent target&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no emp kill&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;variable lead homing&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;untargeted heat seeker&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no radius doubling&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no subsystem homing&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no lifeleft penalty&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;custom seeker str&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;can be targeted&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;show on radar&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;show friendly on radar&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;chain external model fps&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;external model launcher&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;takes blast damage&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;takes shockwave damage&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;hide from radar&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;render flak&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;ciws&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;anti-subsystem beam&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no primary linking&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;same emp time for capships&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no primary linked penalty&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no homing speed ramp&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;pulls aspect seekers&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;turret interceptable&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;fighter interceptable&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;aoe electronics&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;apply recoil&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;don&#039;t spawn if shot&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;die on lost lock&amp;quot;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
&lt;br /&gt;
==#Weapon Targeting Priorities==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Name of the weapon for which the target priorities are set&lt;br /&gt;
* Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Target Priority:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Names (in order) of the target priorities set for this ship&lt;br /&gt;
* Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
&lt;br /&gt;
==#Ship Types==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Name of ship type. To assign a ship class to a given type, simply place the name entered here in the ship class&#039;s &amp;quot;$Flags:&amp;quot; field.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used with [[Modular Tables|modular tables]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Defines the target priority groups ships of this objecttype belong to&lt;br /&gt;
* Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
** Replaces the objecttypes existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Counts for Alone:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether ship counts for determing whether or not Freespace 2 will play the &amp;quot;No reinforcements are available&amp;quot; message.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Praise Destruction:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether wingmates will praise destruction of the ship.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$On Hotkey List:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether ship will show up in hotkey screen.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target as Threat:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether ship will be targetted with the &#039;H&#039; key.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scannable:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Toggles whether ship type can be scanned&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warp Pushes:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether ship will push other (pushable) ships out of the way while warping.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warp Pushable:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether ship can be pushed out of the way by ships with Warp Pushes enabled&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turrets prioritize ship target:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Defines that ships turrets prioritize ships current target above normal turret targeting priorities&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Debris Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Defined the maximum speed for debris form this shiptype&lt;br /&gt;
* Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FF Multiplier:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Friendly-fire damage to ship will be multiplied by this amount, but only for purposes of scoring and traitor check, not actually damaging ships in-mission&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Multiplier:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Not currently implemented. Originally used for &amp;quot;electronics&amp;quot; weapons. Deactivated in commit 941faf9ab9ed05a1b0efebf7de32c6e3c724baf7 as it broke retail compatibility.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warp Sound Range Multiplier:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
* Modifies the audible range used for warp fireball 3d sound effects.  In retail, &amp;quot;big ships&amp;quot; have a multiplier of 6.0 while all other types (including larger types) have 1.0.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beams Easily Hit:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether a type 4 anti-fighter beam should be converted to a type 0 direct-fire beam when firing at this type of target.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Protected on cripple:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
* If ship should be protected when its subsystems are being targeted&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$No Huge Beam Impact Effects:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Defines if the huge beams will generate impact effects on ships of this type&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t display class in briefing:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
* Option to prevent ship class data from being shown during the briefings&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fog:===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Start Dist:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Distance from camera that fogging effect will start&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Compl Dist:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Distance from camera that this object will be completely obscured by the fogging effect&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI:===&lt;br /&gt;
&lt;br /&gt;
====+Valid Goals:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Valid goals that can be given to this object.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Goals:&#039;&#039;&#039;&lt;br /&gt;
** attack ship&lt;br /&gt;
** dock&lt;br /&gt;
** waypoints&lt;br /&gt;
** waypoints once&lt;br /&gt;
** depart&lt;br /&gt;
** attack subsys&lt;br /&gt;
** form on wing&lt;br /&gt;
** undock&lt;br /&gt;
** attack wing&lt;br /&gt;
** guard ship&lt;br /&gt;
** disable ship&lt;br /&gt;
** disarm ship&lt;br /&gt;
** attack any&lt;br /&gt;
** ignore ship&lt;br /&gt;
** ignore ship (new)&lt;br /&gt;
** guard wing&lt;br /&gt;
** evade ship&lt;br /&gt;
** stay near ship&lt;br /&gt;
** keep safe dist&lt;br /&gt;
** rearm ship&lt;br /&gt;
** stay still&lt;br /&gt;
** play dead&lt;br /&gt;
** attack weapon&lt;br /&gt;
** fly to ship}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
** attack ship class}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
** disable ship (tactical)&lt;br /&gt;
** disarm ship (tactical)}}&lt;br /&gt;
&lt;br /&gt;
====+Accept Player Orders:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether or not ship type will accept orders from player&lt;br /&gt;
* Syntax: &#039;&#039;Yes/No&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Player Orders:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Orders that ship type will accept from player&lt;br /&gt;
* Syntax: &#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Orders:&#039;&#039;&#039;&lt;br /&gt;
** attack ship&lt;br /&gt;
** disable ship&lt;br /&gt;
** disarm ship&lt;br /&gt;
** disable subsys&lt;br /&gt;
** guard ship&lt;br /&gt;
** ignore ship&lt;br /&gt;
** ignore ship (new)&lt;br /&gt;
** form on wing&lt;br /&gt;
** cover me&lt;br /&gt;
** attack any&lt;br /&gt;
** depart&lt;br /&gt;
** dock&lt;br /&gt;
** rearm me&lt;br /&gt;
** abort rearm&lt;br /&gt;
** stay near me&lt;br /&gt;
** stay near ship&lt;br /&gt;
** keep safe dist}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
** attack ship class}}&lt;br /&gt;
{{Table222|&lt;br /&gt;
** &#039;&#039;&#039;Any [[Dynamic_SEXPs#.24Player_Order:|LuaAI order registered as a player order]]&#039;&#039;&#039;}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
** disable ship (tactical)&lt;br /&gt;
** disarm ship (tactical)}}&lt;br /&gt;
&lt;br /&gt;
====+Auto Attacks:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether or not ship type will auto attack nearby ships&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
====+Attempt broadside:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether or not the ship type will use capital ship attack and movement behavior, IE: approach and orbit its target. This overrides general fighter attack behavior and anything derived from it will not work.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
====+Actively Pursues:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Which ship types the current ship type will actively pursue (rather than simply return to guard position or whatnot)&lt;br /&gt;
* Syntax: &#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;, shiptypes}}&lt;br /&gt;
&lt;br /&gt;
====+Guards Attack this:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether ships assigned to guard another ship will attempt to engage ships of the type&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
====+Turrets Attack This:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether or not turrets will target the ships of the type&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
====+Can Form Wing:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether or not ship type can be formed into a wing&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
====+Active Docks:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Preferred docking bay type for ship when it is initiating the dock with another ship&lt;br /&gt;
* Syntax: &#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;, names of the dock bays&lt;br /&gt;
* &#039;&#039;&#039;Dock bays:&#039;&#039;&#039;&lt;br /&gt;
** cargo&lt;br /&gt;
** rearm&lt;br /&gt;
** generic}}&lt;br /&gt;
&lt;br /&gt;
====+Passive Docks:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Preferred docking bay type for ship when it is receiving a dock from another ship&lt;br /&gt;
* Syntax: &#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dock bays:&#039;&#039;&#039;&lt;br /&gt;
** cargo&lt;br /&gt;
** rearm&lt;br /&gt;
** generic}}&lt;br /&gt;
&lt;br /&gt;
====+Ignored on cripple by:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
* Defines the ship types which ignore this ship if its has been crippled&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String list&#039;&#039;&#039;, ( &amp;quot;string&amp;quot; &amp;quot;string&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons:====&lt;br /&gt;
{{Table212|&lt;br /&gt;
* Determines whether this ship type is a valid target for weapons with the &#039;huge&#039; flag and to be ignored by weapons with the &#039;small only&#039; flag.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
* Default: &#039;&#039;&#039;Whether the ship is a default big or huge class: Cruiser, Freighter, Transport, Corvette, Gas miner, Awacs, Capital, Supercap, Drydock, or Knossos Device&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Defines the animations used with the objecttype&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly instead of going through a death roll first. This can be overridden on a per-ship basis in [[ships.tbl]].  Note that this option is misleadingly named; &amp;quot;vaporization&amp;quot; usually refers to a ship exploding into tiny debris shards rather than hull chunks.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of instant explosion, 0 to 100}}&lt;br /&gt;
{{Table240|In version 24.0 and later, &#039;&#039;&#039;$Skip Death Roll Percent Chance:&#039;&#039;&#039; can be used as a more accurate alternative.}}&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
===Default FreeSpace 2 Table===&lt;br /&gt;
*This is the default table built into the executable that is loaded when no objecttypes.tbl can be found in the games&#039; load path&lt;br /&gt;
*Shiptypes &#039;&#039;&#039;Stealth&#039;&#039;&#039; and &#039;&#039;&#039;Fighter/Bomber&#039;&#039;&#039; do not seem to be used&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Ship types&lt;br /&gt;
&lt;br /&gt;
$Name:					Navbuoy											&lt;br /&gt;
$Max Debris Speed:		200												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		10.0											&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			500.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Sentry Gun										&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Max Debris Speed:		200												&lt;br /&gt;
$FF Multiplier:			0.10											&lt;br /&gt;
$EMP Multiplier:		10.0											&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			500.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Accept Player Orders:	NO											&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Escape Pod										&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Warp Pushable:			YES												&lt;br /&gt;
$Turrets prioritize ship target: YES									&lt;br /&gt;
$Max Debris Speed:		200												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		10.0											&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			600.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;undock&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; )	&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Cargo											&lt;br /&gt;
$Scannable:				YES												&lt;br /&gt;
$Max Debris Speed:		200												&lt;br /&gt;
$FF Multiplier:			0.10											&lt;br /&gt;
$EMP Multiplier:		10.0											&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			500.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Passive docks:			( &amp;quot;cargo&amp;quot; )								&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Support											&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Warp Pushable:			YES												&lt;br /&gt;
$Turrets prioritize ship target: YES									&lt;br /&gt;
$Max Debris Speed:		200												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		3.5												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			500.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;undock&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;stay near ship&amp;quot; &amp;quot;keep safe dist&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;rearm ship&amp;quot; )							&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player orders:			( &amp;quot;rearm me&amp;quot; &amp;quot;abort rearm&amp;quot; &amp;quot;depart&amp;quot; )																	&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Active docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
;;WMC - Stealth ships always have another type, so this isn&#039;t used		&lt;br /&gt;
$Name:					Stealth											&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Max Debris Speed:		200												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		4.0												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			500.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;attack subsys&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;guard ship&amp;quot; &amp;quot;disable ship&amp;quot; &amp;quot;disable ship (tactical)&amp;quot; &amp;quot;disarm ship&amp;quot; &amp;quot;disarm ship (tactical)&amp;quot; &amp;quot;attack any&amp;quot; &amp;quot;attack ship class&amp;quot; &amp;quot;ignore ship&amp;quot; &amp;quot;ignore ship (new)&amp;quot; &amp;quot;guard wing&amp;quot; &amp;quot;evade ship&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; &amp;quot;keep safe dist&amp;quot; )	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;disable ship&amp;quot; &amp;quot;disable ship (tactical)&amp;quot; &amp;quot;disarm ship&amp;quot; &amp;quot;disarm ship (tactical)&amp;quot; &amp;quot;guard ship&amp;quot; &amp;quot;ignore ship&amp;quot; &amp;quot;ignore ship (new)&amp;quot; &amp;quot;form on wing&amp;quot; &amp;quot;cover me&amp;quot; &amp;quot;attack any&amp;quot; &amp;quot;attack ship class&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;disable subsys&amp;quot; )		&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )																&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Fighter											&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Warp Pushable:			YES												&lt;br /&gt;
$Turrets prioritize ship target: YES									&lt;br /&gt;
$Max Debris Speed:		200												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		4.0												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			500.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;attack subsys&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;guard ship&amp;quot; &amp;quot;disable ship&amp;quot; &amp;quot;disable ship (tactical)&amp;quot; &amp;quot;disarm ship&amp;quot; &amp;quot;disarm ship (tactical)&amp;quot; &amp;quot;attack any&amp;quot; &amp;quot;attack ship class&amp;quot; &amp;quot;ignore ship&amp;quot; &amp;quot;ignore ship (new)&amp;quot; &amp;quot;guard wing&amp;quot; &amp;quot;evade ship&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; &amp;quot;keep safe dist&amp;quot; &amp;quot;form on wing&amp;quot;)	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;disable ship&amp;quot; &amp;quot;disable ship (tactical)&amp;quot; &amp;quot;disarm ship&amp;quot; &amp;quot;disarm ship (tactical)&amp;quot; &amp;quot;guard ship&amp;quot; &amp;quot;ignore ship&amp;quot; &amp;quot;ignore ship (new)&amp;quot; &amp;quot;form on wing&amp;quot; &amp;quot;cover me&amp;quot; &amp;quot;attack any&amp;quot; &amp;quot;attack ship class&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;disable subsys&amp;quot; )		&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )																&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Bomber											&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Warp Pushable:			YES												&lt;br /&gt;
$Turrets prioritize ship target: YES									&lt;br /&gt;
$Max Debris Speed:		200												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		4.0												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			500.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;attack subsys&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;guard ship&amp;quot; &amp;quot;disable ship&amp;quot; &amp;quot;disable ship (tactical)&amp;quot; &amp;quot;disarm ship&amp;quot; &amp;quot;disarm ship (tactical)&amp;quot; &amp;quot;attack any&amp;quot; &amp;quot;attack ship class&amp;quot; &amp;quot;ignore ship&amp;quot; &amp;quot;ignore ship (new)&amp;quot; &amp;quot;guard wing&amp;quot; &amp;quot;evade ship&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; &amp;quot;keep safe dist&amp;quot; &amp;quot;form on wing&amp;quot; )	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;disable ship&amp;quot; &amp;quot;disable ship (tactical)&amp;quot; &amp;quot;disarm ship&amp;quot; &amp;quot;disarm ship (tactical)&amp;quot; &amp;quot;guard ship&amp;quot; &amp;quot;ignore ship&amp;quot; &amp;quot;ignore ship (new)&amp;quot; &amp;quot;form on wing&amp;quot; &amp;quot;cover me&amp;quot; &amp;quot;attack any&amp;quot; &amp;quot;attack ship class&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;disable subsys&amp;quot; )		&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )																&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
;;WMC - This fighter/bomber type doesn&#039;t seem to be used anywhere, because no ship is set as both fighter and bomber&lt;br /&gt;
$Name:					Fighter/bomber									&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Warp Pushable:			YES												&lt;br /&gt;
$Max Debris Speed:		200												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		4.0												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			500.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;attack subsys&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;guard ship&amp;quot; &amp;quot;disable ship&amp;quot; &amp;quot;disable ship (tactical)&amp;quot; &amp;quot;disarm ship&amp;quot; &amp;quot;disarm ship (tactical)&amp;quot; &amp;quot;attack any&amp;quot; &amp;quot;attack ship class&amp;quot; &amp;quot;ignore ship&amp;quot; &amp;quot;ignore ship (new)&amp;quot; &amp;quot;guard wing&amp;quot; &amp;quot;evade ship&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; &amp;quot;keep safe dist&amp;quot; &amp;quot;form on wing&amp;quot; )	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;disable ship&amp;quot; &amp;quot;disable ship (tactical)&amp;quot; &amp;quot;disarm ship&amp;quot; &amp;quot;disarm ship (tactical)&amp;quot; &amp;quot;guard ship&amp;quot; &amp;quot;ignore ship&amp;quot; &amp;quot;ignore ship (new)&amp;quot; &amp;quot;form on wing&amp;quot; &amp;quot;cover me&amp;quot; &amp;quot;attack any&amp;quot; &amp;quot;attack ship class&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;disable subsys&amp;quot; )		&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )																&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Transport										&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Max Debris Speed:		150												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		2.0												&lt;br /&gt;
$Warp Sound Range Multiplier:	6.0										&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			500.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;undock&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; )	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;depart&amp;quot; )		&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Freighter										&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Scannable:				YES												&lt;br /&gt;
$Max Debris Speed:		150												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		1.75											&lt;br /&gt;
$Warp Sound Range Multiplier:	6.0										&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			600.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;undock&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; )	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;depart&amp;quot; )		&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Active docks:			( &amp;quot;cargo&amp;quot; )								&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					AWACS											&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Max Debris Speed:		150												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		0.8												&lt;br /&gt;
$Warp Sound Range Multiplier:	6.0										&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			600.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;undock&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; )	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;depart&amp;quot; )				&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Gas Miner										&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Max Debris Speed:		150												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		1.0												&lt;br /&gt;
$Warp Sound Range Multiplier:	6.0										&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			600.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;undock&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; )	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;depart&amp;quot; )				&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES	&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Cruiser											&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Max Debris Speed:		150												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		0.9												&lt;br /&gt;
$Warp Sound Range Multiplier:	6.0										&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			600.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;undock&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; )	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;depart&amp;quot; )				&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Corvette										&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Max Debris Speed:		150												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		0.3333											&lt;br /&gt;
$Warp Sound Range Multiplier:	6.0										&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			600.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;undock&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; )	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;depart&amp;quot; )				&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Capital											&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Warp Pushes:			YES												&lt;br /&gt;
$Max Debris Speed:		100												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		0.2												&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	NO												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			750.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; )						&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;depart&amp;quot; )								&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Super Cap										&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Warp Pushes:			YES												&lt;br /&gt;
$Max Debris Speed:		100												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		0.075											&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	NO												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			1000.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; )&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Drydock											&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Max Debris Speed:		100												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		0.5												&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	NO												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			750.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Knossos Device									&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Max Debris Speed:		100												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		0.10											&lt;br /&gt;
$Protected on cripple:	NO												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			1000.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Tables]]&lt;/div&gt;</summary>
		<author><name>DefCynodont119</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=File:NuAdonis.jpg&amp;diff=65958</id>
		<title>File:NuAdonis.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=File:NuAdonis.jpg&amp;diff=65958"/>
		<updated>2025-01-01T19:22:21Z</updated>

		<summary type="html">&lt;p&gt;DefCynodont119: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Updated version of the Adonis used in BtA, based on the GTDS Goliath.&lt;/div&gt;</summary>
		<author><name>DefCynodont119</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTDS_Goliath&amp;diff=65957</id>
		<title>GTDS Goliath</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTDS_Goliath&amp;diff=65957"/>
		<updated>2025-01-01T19:19:28Z</updated>

		<summary type="html">&lt;p&gt;DefCynodont119: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships|&#039;&#039;GTDS &#039;&#039;&#039;Goliath&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
[[Image:DSGoliath.png|thumb|right|650px|{{PAGENAME}}]]&lt;br /&gt;
[[Image:NuAdonis.jpg|thumb|right|650px|The TSS Adonis in BtA]]&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
===Tech Room Description===&lt;br /&gt;
This cruiser size installation is able to defend herself against few fighter squadrons and also make an equal fight with a corvette. DS Goliath is first line jump nodes and important installation defence. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===BtA Tech Room Description (TSS Adonis)===&lt;br /&gt;
The Adonis-class is an outdated space station. It is inhospitable and temperamental, with spartan accommodations and outdated computer systems compared to modern installations. The station is also indefensible, mounting only a single anti-asteroid turret which can barely track fighter-scale targets. The few Adonises still in use remain so because of some specific customization, typically scientific in nature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
*Model by &#039;&#039;&#039;c914&#039;&#039;&#039;&lt;br /&gt;
*BtA Model by &#039;&#039;&#039;MjnMixel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship_box&lt;br /&gt;
|name = GTDS Goliath&lt;br /&gt;
|length = 200 &lt;br /&gt;
|turrets = 15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Ship_box&lt;br /&gt;
|name = TSS Adonis&lt;br /&gt;
|yaw_pitch_roll = 200 - 200 - 200&lt;br /&gt;
|hitpoints = 45000&lt;br /&gt;
|length = 361.06&lt;br /&gt;
|width = 602.27&lt;br /&gt;
|height = 166.95&lt;br /&gt;
|turrets = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
*&#039;&#039;&#039;GTDS Goliath&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Default Statistics&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| L.R.T.&lt;br /&gt;
| 4&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| RFPulse&lt;br /&gt;
| 2&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;
| [[Terran Turret]]&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;TSS Adonis&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Default Statistics&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Terran Turret&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gallery===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;300px&amp;quot;&amp;gt;&lt;br /&gt;
File:Goliath1.jpg|Several views of the Goliath.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Modding Resources==&lt;br /&gt;
*&#039;&#039;&#039;TSS Adonis&#039;&#039;&#039;&lt;br /&gt;
:$POF File: Adonis.pof&lt;br /&gt;
:Texture list: tex014;tex013;tex010;tex02;tex01;tex019;tex023;tex020;tex021&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment| This model can be a pain in the neck to mod with.  If you&#039;re going to use it in a mod, it&#039;s good to note that it uses at least 10 textures and is tile-mapped.  Since it&#039;s an installation, also, when you want to make table edits, make sure &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; to set $Rotation time: to 0.0, 0.0, 0.0, even though it cannot rotate in game.  This will cause the model to disappear, due to the engine trying to divide by zero. Instead, set the rotation time to some absurdly high number; 10000.0,10000.0,10000.0 should do the trick.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Download link:==&lt;br /&gt;
*GTDS Goliath&lt;br /&gt;
**[http://www.hard-light.net/forums/index.php?topic=67201.0 Release Thread | Hard-light forums]&lt;br /&gt;
**[http://www.freespacemods.net/download.php?view.621 Download | FSmods]&lt;br /&gt;
*BtA&lt;br /&gt;
**[https://fsnebula.org/mod/BtA BtA on Knossos | FSnebula]&lt;br /&gt;
&lt;br /&gt;
[[Category:Installation]]&lt;/div&gt;</summary>
		<author><name>DefCynodont119</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=File:NuAdonis.jpg&amp;diff=65956</id>
		<title>File:NuAdonis.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=File:NuAdonis.jpg&amp;diff=65956"/>
		<updated>2025-01-01T19:16:50Z</updated>

		<summary type="html">&lt;p&gt;DefCynodont119: Undated version of the Adonis used in BtA, based on the GTDS Goliath.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Undated version of the Adonis used in BtA, based on the GTDS Goliath.&lt;/div&gt;</summary>
		<author><name>DefCynodont119</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=65737</id>
		<title>Ai profiles.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=65737"/>
		<updated>2024-07-28T23:44:35Z</updated>

		<summary type="html">&lt;p&gt;DefCynodont119: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2020-10-09|465af93dc}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;ai_profiles.tbl&#039;&#039;&#039; allows the creation and management of different patterns of AI behavior, called profiles.  Profiles consist of various statistics and flags that provide some control over AI behavior.  All options within a profile are optional; if an option is not specified it will follow the original FreeSpace 2 retail behavior.  Different missions can specify different profiles.&lt;br /&gt;
&lt;br /&gt;
The default ai_profiles.tbl is hardcoded into the FSO executable, and defines the &amp;quot;FS2 RETAIL&amp;quot; AI profile. It&#039;s usually recommended not to modify this profile, but to create a new AI profile in a modular table instead, which will then inherit its defaults from the FS2 RETAIL profile.&lt;br /&gt;
&lt;br /&gt;
{{Table232| This table can also be called &#039;&#039;&#039;mission_profiles.tbl&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-aip.tbm&lt;br /&gt;
{{Table232| Can also be extended with &#039;&#039;&#039;xxx-msp.tbm&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the version targeted in [[game_settings.tbl]] is equal to or later than these listed, the following options are enabled by default:&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;reset last_hit_target_time for player hits&#039;&#039;&#039;}}&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;fix ramming stationary targets bug&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;huge turret weapons ignore bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix linked primary weapon decision bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent turrets targeting too distant bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix heat seekers homing on stealth ships bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;allow vertical dodge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai class bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ai guards specific ship in wing&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai path order bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;aspect bomb invulnerability fix&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;use actual primary range&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fighters/bombers with no shields can manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;fixed ship-weapon collisions&#039;&#039;&#039;}}&lt;br /&gt;
{{Table220|&lt;br /&gt;
*&#039;&#039;&#039;fighterbay arrivals use carrier orientation&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent negative turret ammo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix keep-safe-distance&#039;&#039;&#039;}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;fix good-rearm-time bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;no continuous turn on attack&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;remove-goal properly removes play-dead order&#039;&#039;&#039;}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;ships playing dead don&#039;t manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table234|&lt;br /&gt;
*&#039;&#039;&#039;hud squad messages use tactical disarm/disable&#039;&#039;&#039;}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;debris damage respects &#039;big damage&#039; flag&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
&#039;&#039;&#039;#AI Profiles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Default Profile:&#039;&#039;&#039; &#039;&#039;a profile name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Up to 9 different AI profiles&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;#End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#AI Profiles==&lt;br /&gt;
*Indicates to the parser that this is an ai_profiles table file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Profile:===&lt;br /&gt;
*Defines the profile that each mission will use if no profile is specified in FRED.  In addition, this profile will be selected automatically in FRED when you create a new mission.  If this line is not specified, the default profile will be &#039;&#039;&#039;FS2 Retail&#039;&#039;&#039;, the FreeSpace 2 retail behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Profile Name:===&lt;br /&gt;
*The name of the profile, naturally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries accept &#039;&#039;&#039;float list&#039;&#039;&#039; of five comma-separated values. One value for each of the difficulty levels (Very Easy, Easy, Medium, Hard, Insane).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Afterburner Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed of afterburner recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 3, 2, 1.5, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Countermeasure Life Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to player launched countermeasure lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  3, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Countermeasure Firing Chance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the chance a countermeasure will be fired by an AI-controlled ship (this is scaled by ai_class)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.3, 0.5, 0.9, 1.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI In Range Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*The delay (in seconds) for the AI to fire its weapons after getting in range.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  2, 1.4, 0.75, 0, -1}}&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Ammo Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Primary Ammo Burst Multiplier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows the AI to fire primary weapons in bursts. How long the bursts are (and how much time between them) is a function of ammo remaining, distance to target, angle to target, and this multiplier. A value of 0 turns this feature off (AI fires normally, without bursts). A value &amp;lt; 1 will make for shorter bursts with larger gaps, and a value &amp;gt; 1 will give longer bursts with shorter gaps.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link energy primaries if energy levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 100, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Energy Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Missiles Locked on Player:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum number of missiles allowed to be homing in on a player at any given time&lt;br /&gt;
*Note: Single-player only, no restriction in multiplayer&lt;br /&gt;
*Note: The alternative spelling &amp;quot;Missles&amp;quot; is also accepted for backwards compatibility reasons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*This number is also checked when a ship checks for a new target, such as using the goal attack-any. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
===$Max Incoming Asteroids:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of active (i.e. &amp;quot;thrown&amp;quot;) asteroids that can be heading toward a friendly ship at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 5, 7, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Damage Factor: or $AI Damage Reduction to Player Hull:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor: or $AI Damage Reduction to Player Subsys:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$Player Damage Factor:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the time after which the AI will recalculate the position of its target.  &lt;br /&gt;
*It does not apply to the AI&#039;s aim, it only applies to things like avoiding collisions and maneuvering at close range. Generally, anything other than a 0 just allows the AI to do monumentally stupid things like try to turn to avoid ramming where it thought you were 2 seconds ago.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
===$AI Shield Manage Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Shield Manage Delays:&#039;&#039;&#039;&lt;br /&gt;
*Sets the time in seconds between each instance of an AI ship managing its shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 4, 2.5, 1.2, 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for friendly ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.4, 1.25, 1.1, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for friendly ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.4, 0.6, 0.8, 1.0, 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.4, 1.2, 1.0, 0.8, 0.6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Turn Time Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to time it takes for enemy ships to turn. A value of 1.0 means the ship turns at normal speed, 2.0 means half speed (takes twice as long), etc. Note that this value ONLY affects ships hostile to the player (always 1.0 for friendly ships). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 2.2, 1.6, 1.3, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Attack Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide attack&amp;quot; move when it has the opportunity. Glide attack means using glide to maintain course while aiming and firing at the current target. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Circle Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;circle strafe&amp;quot; move when it has the opportunity. Circle strafe means that the ship will attempt &amp;quot;Descent-like&amp;quot; combat, trying to maintain distance while circling around the target using sidethrusters. Ships will only attempt this when sidethrust top speed is at least 2/3 of target&#039;s current velocity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Random Sidethrust Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Percentage of the time where AI ships will randomly sidethrust in a dogfight.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Time Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The minimum amount of time required for the AI to detect a &amp;quot;stalemate&amp;quot; situation. If a ship and its target have been within a certain distance of each other (defined by &#039;&#039;$Stalemate Distance Threshold&#039;&#039;) for this amount of time without either of them scoring a hit on the other, the AI will do something to break the stalemate. Only applies to small ships. If this value is 0 or less, no stalemate detection is performed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Distance Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The maximum distance that an AI ship must remain from its target for a &amp;quot;stalemate&amp;quot; to occur (see &#039;&#039;$Stalemate Time Threshold&#039;&#039;). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Weapon Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s weapons recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  10, 4, 2.5, 2, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Player Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Kill Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.30, 0.30, 0.30, 0.30, 0.30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Assist Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded an assist (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.15, 0.15, 0.15, 0.15, 0.15}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Awarded For Capship Assist:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In TvT and Coop missions all teammates will be granted this percentage of the capships score when someone scores a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.5, 0.5, 0.5, 0.5, 0.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Repair Penalty:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The amount to subtract from the player&#039;s score if they are repaired by a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 10, 20, 35, 50, 60}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Delay Before Allowing Bombs to Be Shot Down:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Time after bombs are fired during which the bombs are invulnerable to weapon hits&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.5, 1.5, 1.5, 1.5, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chance AI Has to Fire Missiles at Player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Chance for an AI to hesitate about firing a secondary or homing turret weapon at the player. Values range from 0-6, at 0 they will frequently hesitate, at 6 they will never hesitate.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 1, 2, 3, 4&lt;br /&gt;
* Mechanic details: AIs are only allowed to fire homing secondaries or turrets with homing weapons at the player in a limited window of time. The window starts every ten seconds, and lasts (&#039;&#039;&#039;value&#039;&#039;&#039; + 1) 7ths of that ten second cycle. Each ship has it&#039;s own cycle, so their windows are not all synchronized.&lt;br /&gt;
* Example: a value of 1 becomes 2/7ths, so ships can fire homing weapons at the player for roughly 2.85 seconds at a time, then are unable to fire them for 7.15 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Max Aim Update Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Maximum amount of delay allowed before the AI will update its aim. Until the next update, the AI will project the target forward based on last checked position and velocity. Applies to small ships vs small ships (dogfights). The actual delay is randomly selected between 0 and the maximum (so setting a value of 2 will result in an average of 1 second delay).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Max Aim Update Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*As $Max Aim Update Delay, but affecting turrets instead&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
===$Player Autoaim FOV:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Gives the player autoaim within the specified number of degrees from the target (FOV). &lt;br /&gt;
*Unlike the ships.tbl settings for autoaim, this only affects the player (and, of course, only if there is a nonzero value for the difficulty level.)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Affects how the &amp;quot;model detail level&amp;quot; setting in Options switches between LOD levels. &lt;br /&gt;
*This number acts as a multiplier on the LOD distances specified in ships.tbl.&lt;br /&gt;
*NOTE THAT THIS IS PER DETAIL LEVEL, NOT PER DIFFICULTY LEVEL.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.125, 0.25, 1.0, 4.0, 8.0}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries are boolean flags.  They can be set to &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;, &#039;&#039;TRUE&#039;&#039; or &#039;&#039;FALSE&#039;&#039;, &#039;&#039;OUI&#039;&#039; or &#039;&#039;NON&#039;&#039;, &#039;&#039;HIja&amp;amp;prime;&#039;&#039; or &#039;&#039;ghobe&amp;amp;prime;&#039;&#039;, etc.  The default is &#039;&#039;NO&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$big ships can attack beam turrets on untargeted ships:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, big ships can attack a beam turret that&#039;s firing on them from a ship that they don&#039;t currently have targeted.}}&lt;br /&gt;
&lt;br /&gt;
===$smart primary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new primary weapon selection method}}&lt;br /&gt;
&lt;br /&gt;
===$smart secondary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new secondary weapon selection method (including proper use of bomber+ missiles)}}&lt;br /&gt;
&lt;br /&gt;
===$smart shield management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shields will devote all their charging energy to the weakest quadrant(s) and not waste energy on fully-charged quadrants (previously was -smart_shields on the command line)}}&lt;br /&gt;
&lt;br /&gt;
===$smart afterburner management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly use brief pulses of afterburner power instead of afterburning until fuel is exhausted}}&lt;br /&gt;
&lt;br /&gt;
===$free afterburner use:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*If set, the AI will use afterburners in more situations.}}&lt;br /&gt;
&lt;br /&gt;
===$allow rapid secondary dumbfire:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows an AI ship to switch to rapid fire for dumbfire missiles}}&lt;br /&gt;
&lt;br /&gt;
===$huge turret weapons ignore bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, causes huge turret weapons (including anti-capship beams) to not target bombs}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t insert random turret fire delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, removes the random turret fire delay (from .1 to .9 seconds) inserted in addition to AI Fire Delay Scale}}&lt;br /&gt;
&lt;br /&gt;
===$hack improve non-homing swarm turret fire accuracy:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, triggers a hack to improves the accuracy of non-homing swarm missiles by firing them along the turret&#039;s last fire direction rather than the direction it currently faces&lt;br /&gt;
*Also disables swarm weapons ability to fire only on the &#039;turrets barrel line&#039;.}}&lt;br /&gt;
&lt;br /&gt;
===$shockwaves damage small ship subsystems:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shockwaves will cause damage to small ship subsystems (like in FS1)}}&lt;br /&gt;
&lt;br /&gt;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
===$check communications for non-player ships:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, every ship will have the same communications subsystem restrictions as the player, including minimum strength to send messages and EMP scramble status.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ignore lower bound for minimum speed of docked ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no lower bound for the speed at which docked ships move (like in FS1).&lt;br /&gt;
*When a ship is towing another ship or ships, the towing ship will be slowed down to a degree depending on the total mass of all docked ships.  In FS1, the ships could slow down to an arbitrarily slow speed, even a fraction of a m/s above zero.  In FS2, there is a lower bound on this behavior so that all ships are guaranteed to move at a minimum docked speed.  When set, this flag removes the lower bound and restores FS1 behavior.}}&lt;br /&gt;
&lt;br /&gt;
===$disable linked fire penalty:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no penalty for linking primaries. Normally, the rate of fire is *1 for a single bank, *0.66 for two banks and *0.5 for three banks (the fire delay is increased according to the formula 1+([nb of banks]-1)*0.5 ).}}&lt;br /&gt;
&lt;br /&gt;
===$disable player secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, players are not allowed to dual-fire their secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$disable ai secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, AIs are not allowed to dual-fire their secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will do the same damage to a ship regardless of &amp;quot;big damage&amp;quot;, &amp;quot;supercap&amp;quot;, etc. ship types.}}&lt;br /&gt;
&lt;br /&gt;
===$use additive weapon velocity:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will inherit their firing ship&#039;s velocity.  A ship traveling quickly will fire weapons faster than a ship traveling slowly.  This also improves the accuracy of weapons fired while gliding.}}&lt;br /&gt;
&lt;br /&gt;
===$use newtonian dampening:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Newtonian Dampening changes turning and acceleration behavior. By default, there&#039;s quite a bit of slide when you turn, and when combined with high damp values (such as in BtRL), you can actually push your speed up beyond the max. Newtonian Dampening is the more realistic turns, where too much turning will lower your speed. Forward momentum is also affected. Backslash can explain it in more detail. [http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741] }}&lt;br /&gt;
&lt;br /&gt;
===$include beams for kills and assists:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, beam damage is counted when calculating kills and assists.}}&lt;br /&gt;
&lt;br /&gt;
===$score kills based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the killer inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
===$score assists based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the player gaining the assist inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
===$allow event and goal scoring in multiplayer:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, players (rather than just their team) can gain score from events in multiplayer.}}&lt;br /&gt;
&lt;br /&gt;
===$fix linked primary weapon decision bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly link primaries according to specified percentages of energy levels instead of retail behavior where it mistakenly linked according to absolute energy levels.}}&lt;br /&gt;
&lt;br /&gt;
===$fix ramming stationary targets bug:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, AI ships will try not to crash into stationary targets.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3147 Mantis #3147].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$prevent turrets targeting too distant bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from targeting bombs beyond maximum range of the weapons of the turret.}}&lt;br /&gt;
&lt;br /&gt;
===$smart subsystem targeting for turrets:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from trying to target subsystems beyond their fov limits, also keeps the turret subsystem targeting preference order intact regardless of the angle to the target.}}&lt;br /&gt;
&lt;br /&gt;
===$fix heat seekers homing on stealth ships bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, heat-seeking missiles will not home in on stealth ships (this mirrors the established behavior where heat-seeking missiles do not home in on ships that are hidden from sensors).}}&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty primaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without primaries.}}&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty secondaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$allow turrets target weapons freely:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to target any weapons instead of just targeting bombs, to be used in conjunction with target priorities setup.}}&lt;br /&gt;
&lt;br /&gt;
===$use only single fov for turrets:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to fire outside some hardcoded FOV set for certain missile types limits, and rely only on the user defined FOV.}}&lt;br /&gt;
&lt;br /&gt;
===$allow vertical dodge:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows ships to dodge weapons fire vertically as well as horizontally.}}&lt;br /&gt;
&lt;br /&gt;
===$force beam turrets to use normal fov:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set makes beam turrets use same FOV rules as other weapons do. Prevents beam from a turret from following the target beyond the turret&#039;s FOV}}&lt;br /&gt;
&lt;br /&gt;
===$fix AI class bug:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Fixes a bug where AI class attributes are not set properly on ships if the AI class is set in the mission to something other than the default for the ship type. Set this to YES if you want attributes in [[Ai.tbl]] to mean anything at all.}}&lt;br /&gt;
&lt;br /&gt;
===$turrets ignore targets radius in range checks:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$no extra collision avoidance vs player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Disables the extra collision avoidance that AI normally uses against the player. Makes the AI more aggressive vs the player at close range (same treatment as vs other AI), although ship-ship collisions are slightly more likely.}}&lt;br /&gt;
&lt;br /&gt;
===$perform fewer checks for death screams:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*If set, ships that are on different teams and ships that are outside the player&#039;s squadron will be allowed to send death screams.  Additionally, the game will no longer cap a maximum number of screams per mission.  (This flag originated as a customization of message behavior for the Wing Commander Saga mod.)&lt;br /&gt;
Prior to revision 9119, this was &amp;quot;$perform less checks for death screams:&amp;quot;, but the old version will still parse correctly.}}&lt;br /&gt;
&lt;br /&gt;
===$advanced turret fov edge checks:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22fov_edge_checks.22|&amp;quot;fov edge checks&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$require turrets to have target in fov:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22target_requires_fov.22|&amp;quot;target requires fov&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$all ships manage shields:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows AI to manage shields on big ships}}&lt;br /&gt;
&lt;br /&gt;
===$ai aims from ship center:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*AI aims weapons using the center of the ship instead of the first gunpoint. If a convergence offset is specified for this ship in ships.tbl, AI aims using that as a reference point.}}&lt;br /&gt;
&lt;br /&gt;
===$allow primary link at mission start:===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Normally, no ships will link primaries for the first 30 seconds of a mission. In addition, ships will randomly not link for the first two minutes of a mission. Set this flag to YES to get rid of this often-problematic retail behavior. (Prior to revision 9119, this was called $allow primary link delay and defaulted to YES; to get rid of retail behavior you would specify NO. The old method is still supported for compatibility.)}}&lt;br /&gt;
&lt;br /&gt;
===$allow beams to damage bombs:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
* Default: NO.&lt;br /&gt;
* When no, when any secondary encounters any beam it is instantly destroyed regardless of if it is marked as interceptable, has a health value, or any other circumstance that would normally apply to interception by other weapons.&lt;br /&gt;
* When true, damage and health values are respected in these circumstances. Secondaries without hitpoints are still destroyed, however.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling for player:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, Player weapon damage will no longer be scaled down when firing a non-huge primary against a ship with the &amp;quot;big damage&amp;quot; flag. Use with caution, as this may severely impact mission balance.}}&lt;br /&gt;
&lt;br /&gt;
===$countermeasures affect aspect seekers:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*By default, an aspect seeker that&#039;s been decoyed by a CM just flies straight forward, while a heatseeker in the same position will actively home in on the CM.  This flag makes aspect seekers match heatseeker behavior in this regard.}}&lt;br /&gt;
&lt;br /&gt;
===$ai guards specific ship in wing:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If ordered to guard a ship in a wing (of which it is not a member), the AI will guard that specific ship instead of the entire wing (resulting in guarding the wing leader).}}&lt;br /&gt;
&lt;br /&gt;
===$support don&#039;t add primaries:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, the support ship will not equip a new primary weapon into an empty bank.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay arrivals use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships arriving via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they exit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay departures use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships departing via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they enter.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris damage respects &#039;big damage&#039; flag:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Causes damage inflicted by debris to be limited by the &#039;big damage&#039; flag in the same way as damage inflicted by weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t limit change in speed due to physics whack:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*With this flag, the speed change due to physics whacks (collision, shockwave, etc.) is unlimited.  Without this flag, the speed change will be capped at 440 m/s if it exceeds 500 m/s.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ai path mode:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Possible options are &amp;quot;normal&amp;quot; and &amp;quot;alt1&amp;quot;. The alt1 mode differs from the normal behaviour in the following ways:&lt;br /&gt;
**1. No path shortcutting. Normal pathing AI will skip forward along a path to the furthest point it can reach. This is sometimes desirable, but makes it a lot harder to predict how the AI is going to behave at various points along a path. Turning this off also allows us to force the AI to straighten out, by giving it several waypoints in a more-or-less straight line. This is useful for such things as lining up a landing. &lt;br /&gt;
**2. No sliding when following paths. Docking still works, but there is some code that causes the AI to lose It&#039;s mind if it just misses a point: it turns towards the point in big, looping circles. This is apparently caused by passing a slide_vec value into ai_turn_towards_vector, which doesn&#039;t even seem to do what you&#039;d expect it to do. Passing a null value instead turns off the stupid. (The behavior is fixed in alt1).&lt;br /&gt;
**3. Momentum taken into account when following paths. Path points will trigger sooner, proportional to the ship&#039;s speed and momentum. This prevents the AI from massively overshooting a waypoint, especially with high-damp ships.&lt;br /&gt;
**4. AI tries to follow the line between waypoints. Instead of just pointing at the next waypoint, the AI will fly a bit towards the line. This helps keep the AI actually on the path it claims to be following. See picture:[[Image:Altpaths.png]]&lt;br /&gt;
Blue is what happens with regular pathing. Red is the modified pathing: as you can see, it actively moves back towards the line.&lt;br /&gt;
**5. AI will respect &amp;quot;cap-waypoint-speed&amp;quot; when following paths (such as when docking or departing via bay).}}&lt;br /&gt;
&lt;br /&gt;
===$default weapon select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the -weapon_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$default ship select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This specifies which effect to use for ship select animations when no .ani can be found, or the -ship_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$no warp camera:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, prevents the view from switching to the external camera when the player warps out.&lt;br /&gt;
*Note: this flag is deprecated and may get moved to another table without further notice.}}&lt;br /&gt;
&lt;br /&gt;
===$fix ai path order bug:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, ship will follow its own waypoint path unless the wingleader has the same waypoint path and order.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$strict turret-tagged-only targeting:===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*When set, newer turret-tagged-only behavior will be enabled.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3114 Mantis #3114].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$aspect bomb invulnerability fix:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, the code that makes bombs invulnerable for the first 1.5 seconds of life will use the correct lifetime calculation for aspect bombs.  Without this fix, the invulnerability time will be extended by 20% of the total lifetime of the bomb.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$glide decay requires thrust:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, gliding ships will maintain their current speed without decay as long as they aren&#039;t actively thrusting.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ai can slow down when attacking big ships:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*When set, fighters attacking big ships will slow down depending on how long they&#039;ve been attacking (80% speed after 5 seconds, 60% after 8 seconds, 40% after 10 seconds, and 20% after 15 seconds), how long it&#039;s been since they were last shot (full throttle if it was within the past 6 seconds), and how close they are (full throttle if the target is more than 1200 meters away).&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use actual primary range:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, fighters will no longer fire primary weapons at targets outside their range just because weapon travel time would be sufficiently short.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$override radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, this value overrides the default distance for determining if a ship had reached a point in a model subsystem path. Useful to allow ships with high damp values to navigate subsystem paths when attacking a subsystem. Must be greater than or equal to 1. If &#039;&#039;&#039;&#039;&#039;$use POF radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set than this override value will only be used if the point in the subsystem path is less than 1 or invalid. &lt;br /&gt;
*5 by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use POF radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, the distance for determining if a ship had reached a point in a model subsystem path will be the radius of that path point, not the default distance of 5.  &lt;br /&gt;
*Off by default. If this is set to YES and &#039;&#039;&#039;&#039;&#039;&#039;$override radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set to greater than or equal to 1, then the path point radius will be used. If the path point radius cannot be found or is less than 1 then override radius will be used if it is set to greater than or equal to 1.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrive speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Causes all AI ships arriving from fighterbays (following a fighterbay path) to gradually accelerate, instead of immediately attempting to attain maximum speed. This can be used to prevent fighters from overshooting the fighterbay paths. The initial target speed is the maximum speed multiplied by the given value, with the multiplier gradually approaching 1.0 as the distance to the end of the path decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Barrive_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$bay depart speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Same as above, except for departures into fighterbays. The initial target speed is the maximum speed, with the target speed gradually approaching maximum speed multiplied by the given value as the distance to the fighterbay decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Bdepart_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$lead indicator second-order prediction factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*This is a 0 to 1 multiplier of a factor to adjust the lead indicator to take into account a ship&#039;s rotational velocity as well as its velocity. This will directly affect autoaim, making it more accurate for turning enemies.&lt;br /&gt;
*This &#039;&#039;will&#039;&#039; make the lead indicator slightly jitterier in general, and does not properly take into account gliding. It is recommended to adjust the value to fit your situation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
===$no directional bias for missile and ship turning:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When enabled, this will cause ships and missiles to take direct turning paths to point at their target. This does not directly affect their turning time, but in many situations will result in more efficient paths and a better time-to-target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$respect ship axial turnrate differences:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will use the average of their pitch and heading turn times for their turn time on all axes. If this is enabled the ship will actually use the tabled values for each axis.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;&#039;&#039;:The AI will &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; take this into account when turning, it will always turn directly towards its target, even if it could bank and use a faster axis instead. Use this flag carefully, and make sure that their your ships have exactly the turn times you want for each axis.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$any ship with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on any ship to manage ETS for weapons and engines even if they do not have shields set to on. Do note that in Vanilla FS2, some capital ships can go much faster with this enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighters/bombers with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on fighters and bombers to manage ETS for weapons and engines even if they do have shields set to on.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ships playing dead don&#039;t manage ETS:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Prevents ships from managing their ETS is they are currently playing dead.  Managing ETS could lead to unexpected speed changes in ship-maneuver.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$better combat collision avoidance for fightercraft:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause small ships to be much better at avoiding colliding with large ships while fighting, and will not spend as long recovering from a collision if one does occur.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$firing requires exact los:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause turrets and AI weapons to only fire if they have a clear line of sight from their firing point to their target&#039;s ship&#039;s center.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved missile avoidance for fightercraft:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fighters/bombers will be much more effective at dodging missiles in general. Of note is that AI do not normally care about countermeasure effect range before dropping them (only distance less than 200m), with this flag, they will only drop them if within countermeasure range.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$friendly ships use AI profile countermeasure chance:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Specifies Friendly ships to use their specific AI class profile countermeasure firing chance. By default Friendly ships always use the second value in &#039;&#039;&#039;$AI Countermeasure Firing Chance:&#039;&#039;&#039; from default AI profile.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved subsystem attack pathing:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fightercraft will use a somewhat more efficient and faster subsystem attack pathing method.&lt;br /&gt;
*Notably, this method &#039;&#039;does not&#039;&#039; use the path system. Using this flag, aside from docking and fighter bay paths, &#039;&#039;all other&#039;&#039; paths will be ignored and are no longer necessary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fixed ship-weapon collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Fixes an error in ship-weapon collisions which would occasionally cause them to not trigger when they should.&lt;br /&gt;
*Most obvious when projectiles would erroneously bypass a full shield quadrant and damage the hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI secondary range awareness:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Controls if the AI considers weapon range at all when selecting a secondary weapon to attempt to use. Currently available options are:&lt;br /&gt;
*&#039;RETAIL&#039;: The default. After performing filtering logic based on the target types and weapon flags, the AI will select the first valid secondary bank as its active one, regardless of range.&lt;br /&gt;
*&#039;AWARE&#039;: As retail, except that if a weapon is out of range it the AI will keep looking down the list to see if it has a weapon that is in range, and use that instead if it does. All other weapon selection and restriction logic still applies.}}&lt;br /&gt;
&lt;br /&gt;
===$no shield damage from ship collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Normally, the heavier ship in a collision will receive shield damage from the collision if it has one.&lt;br /&gt;
*This disables that, and causes all involved ships to only take hull damage.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$turret target recheck time:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Defines the amount of time between target recalculation for turrets.&lt;br /&gt;
*Affects turret reaction time in all scenarios, acquiring a target from idle, re-affirming the current target, switching to a new target or even a new subsystem on the same target.&lt;br /&gt;
*Be aware setting this value too low can have an extreme performance impact. It is recommended to not set this below 30 ms.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*Default: 2000}}&lt;br /&gt;
&lt;br /&gt;
===$prevent negative turret ammo:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*By default, turrets with ammo would end up firing one extra shot, resulting in a -1 ammo. This flag corrects that behavior, so the ammo count is properly used. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix keep-safe-distance:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Allows any ship flying the keep-safe-distance behavior to turn toward its goal point. Without this flag, ships will fly into the distance in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI ignores aspect lock for leading:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*When off, AI fighters follows retail behavior of aiming directly at a target when using aspect lock missiles. When on AIs ignore this consideration and always lead their targets when attempting to aim at them.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: on}}&lt;br /&gt;
&lt;br /&gt;
===$fix good-rearm-time bug:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes the &amp;quot;good rearm time&amp;quot; SEXP to correctly expire (revert to being a &amp;quot;bad rearm time&amp;quot;) at the end of the specified time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$no continuous turn on attack:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Prevents an AI behavior where fighters/bombers will spin around for a second or two when they acquire a target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$remove-goal properly removes play-dead order:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes remove-goal to take the ship out of the play-dead AI mode when removing the play-dead goal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrivals not time limited:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes AI to always complete a bay arrival path, even if it takes longer than 10 seconds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use adjusted AI class autoscale:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes autoscaled AI classes to scale only based on the collection of autoscaled AI classes, not all AI classes.  This prevents autoscaled calculations from being skewed by the presence of non-autoscaled classes in the list.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$carry shield difficulty scaling bug:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Enables an erroneous behavior where player damage difficulty scaling is applied twice to damage from area blasts and shockwaves, greatly changing the effective difficulty scaling. This is a &#039;&#039;bug&#039;&#039; that should not be enabled, unless the mod was balanced during the time between 3.6.14 and 23.1 (mods [[Game_settings.tbl#.24Target_Version:|targeting within those versions]] automatically have this flag enabled).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows debris to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$asteroids affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows asteroids to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$dynamic goals afterburn hard:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Will cause all dynamic goals (such as a fighter defending itself, or a fighter chasing an attacker as part of a guard order) to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$player orders afterburn hard:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause all player orders to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$hud squad messages use tactical disarm/disable:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Will cause disarm or disable orders issued by the hud squadmsg menu (i.e. player orders) to be &#039;tactical&#039; goals that do not cause the target to be protected from attack.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$align to target when guarding stationary ship:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause ships to match the target&#039;s orientation when following a guard order, rather than facing directly away from the target which is the normal behavior.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$rotation factor multiplier for player collisions:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Allows modders to have players experience rotational effects from collisions. This value is multiplied by the value of [https://wiki.hard-light.net/index.php/Ships.tbl#.2BRotation_Factor: $Collision Physics: +Rotation Factor:] in the ships table (which is specified for the ship class).&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
*Retail FS2 behaviour&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#AI Profiles&lt;br /&gt;
&lt;br /&gt;
$Default Profile:                              FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Profile Name:                                 FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Player Afterburner Recharge Scale:            5,    3,    2,    1.5,  1&lt;br /&gt;
$Max Beam Friendly Fire Damage:                0,    5,    10,   20,   30&lt;br /&gt;
$Player Countermeasure Life Scale:             3,    2,    1.5,  1.25, 1&lt;br /&gt;
$AI Countermeasure Firing Chance:              0.2,  0.3,  0.5,  0.9,  1.1&lt;br /&gt;
$AI In Range Time:                             2,    1.4,  0.75, 0,    -1&lt;br /&gt;
$AI Always Links Ammo Weapons:                 95,   80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Ammo Weapons:                  90,   60,   40,   20,   10&lt;br /&gt;
$Primary Ammo Burst Multiplier:                0,    0,    0,    0,    0&lt;br /&gt;
$AI Always Links Energy Weapons:               100,  80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Energy Weapons:                90,   60,   40,   20,   10&lt;br /&gt;
$Max Missiles Locked on Player:                2,    3,    4,    7,    99&lt;br /&gt;
$Max Player Attackers:                         2,    3,    4,    5,    99&lt;br /&gt;
$Max Incoming Asteroids:                       3,    4,    5,    7,    10&lt;br /&gt;
$Player Damage Factor:                         0.25, 0.5,  0.65, 0.85, 1&lt;br /&gt;
$Player Subsys Damage Factor:                  0.2,  0.4,  0.6,  0.8,  1&lt;br /&gt;
$Predict Position Delay:                       2,    1.5,  1.333,0.5,  0&lt;br /&gt;
$AI Shield Manage Delay:                       5,    4,    2.5,  1.2,  0.1&lt;br /&gt;
$Friendly AI Fire Delay Scale:                 2,    1.4,  1.25, 1.1,  1&lt;br /&gt;
$Hostile AI Fire Delay Scale:                  4,    2.5,  1.75, 1.25, 1&lt;br /&gt;
$Friendly AI Secondary Fire Delay Scale:       0.4,  0.6,  0.8,  1.0,  1.2&lt;br /&gt;
$Hostile AI Secondary Fire Delay Scale:        1.4,  1.2,  1.0,  0.8,  0.6&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Glide Attack Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Circle Strafe Percent:                        0,    0,    0,    0,    0&lt;br /&gt;
$Glide Strafe Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Random Sidethrust Percent:                    0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Time Threshold:                     0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Distance Threshold:                 0,    0,    0,    0,    0&lt;br /&gt;
$Player Shield Recharge Scale:                 4,    2,    1.5,  1.25, 1&lt;br /&gt;
$Player Weapon Recharge Scale:                 10,   4,    2.5,  2,    1.5&lt;br /&gt;
$Max Turret Target Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Max Turret Player Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Percentage Required For Kill Scale:           0.30, 0.30, 0.30, 0.30, 0.30&lt;br /&gt;
$Percentage Required For Assist Scale:         0.15, 0.15, 0.15, 0.15, 0.15&lt;br /&gt;
$Percentage Awarded For Capship Assist:        0.1,  0.2,  0.35, 0.5,  0.6&lt;br /&gt;
$Repair Penalty:                               10,   20,   35,   50,   60&lt;br /&gt;
$Delay Before Allowing Bombs to Be Shot Down:  1.5,  1.5,  1.5,  1.5,  1.5&lt;br /&gt;
$Chance AI Has to Fire Missiles at Player:     0,    1,    2,    3,    4&lt;br /&gt;
$Max Aim Update Delay:                         0,    0,    0,    0,    0&lt;br /&gt;
$Turret Max Aim Update Delay:                  0,    0,    0,    0,    0&lt;br /&gt;
$Player Autoaim FOV:                           0,    0,    0,    0,    0&lt;br /&gt;
$Detail Distance Multiplier:                   0.125,0.25, 1.0,  4.0,  8.0&lt;br /&gt;
&lt;br /&gt;
$big ships can attack beam turrets on untargeted ships:  NO&lt;br /&gt;
$smart primary weapon selection:                         NO&lt;br /&gt;
$smart secondary weapon selection:                       NO&lt;br /&gt;
$smart shield management:                                NO&lt;br /&gt;
$smart afterburner management:                           NO&lt;br /&gt;
$allow rapid secondary dumbfire:                         NO&lt;br /&gt;
$huge turret weapons ignore bombs:                       NO&lt;br /&gt;
$don&#039;t insert random turret fire delay:                  NO&lt;br /&gt;
$hack improve non-homing swarm turret fire accuracy:     NO&lt;br /&gt;
$shockwaves damage small ship subsystems:                NO&lt;br /&gt;
$navigation subsystem governs warpout capability:        NO&lt;br /&gt;
$ignore lower bound for minimum speed of docked ship:    NO&lt;br /&gt;
$disable linked fire penalty:                            NO&lt;br /&gt;
$disable weapon damage scaling:                          NO&lt;br /&gt;
$use additive weapon velocity:                           NO&lt;br /&gt;
$use newtonian dampening:                                NO&lt;br /&gt;
$include beams for kills and assists:                    NO&lt;br /&gt;
$score kills based on damage caused:                     NO&lt;br /&gt;
$score assists based on damage caused:                   NO&lt;br /&gt;
$allow event and goal scoring in multiplayer:            NO&lt;br /&gt;
$fix linked primary weapon decision bug:                 NO&lt;br /&gt;
$prevent turrets targeting too distant bombs:            NO&lt;br /&gt;
$smart subsystem targeting for turrets:                  NO&lt;br /&gt;
$fix heat seekers homing on stealth ships bug:           NO&lt;br /&gt;
$multi allow empty primaries:                            NO&lt;br /&gt;
$multi allow empty secondaries:                          NO&lt;br /&gt;
$allow turrets target weapons freely:                    NO&lt;br /&gt;
$use only single fov for turrets:                        NO&lt;br /&gt;
$allow vertical dodge:                                   NO&lt;br /&gt;
$force beam turrets to use normal fov:                   NO&lt;br /&gt;
$fix AI class bug:                                       NO&lt;br /&gt;
$turrets ignore targets radius in range checks:          NO&lt;br /&gt;
$no extra collision avoidance vs player:                 NO&lt;br /&gt;
$perform fewer checks for death screams:                 NO&lt;br /&gt;
$advanced turret fov edge checks:                        NO&lt;br /&gt;
$require turrets to have target in fov:                  NO&lt;br /&gt;
$all ships manage shields:                               NO&lt;br /&gt;
$ai aims from ship center:                               NO&lt;br /&gt;
$allow primary link at mission start:                    NO&lt;br /&gt;
$allow beams to damage bombs:                            NO&lt;br /&gt;
$disable weapon damage scaling for player:               NO&lt;br /&gt;
$countermeasures affect aspect seekers:                  NO&lt;br /&gt;
$ai path mode:                                           normal&lt;br /&gt;
$no warp camera:                                         NO&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# &amp;quot;[http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741 Re: New difficulty? - Feature request!]&amp;quot;, &#039;&#039;Hard Light Productions Forums&#039;&#039;, Hard Light Productions, 2007-12-15. Retrieved on [[December_27]], [[2007]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>DefCynodont119</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Subsystem&amp;diff=64876</id>
		<title>Subsystem</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Subsystem&amp;diff=64876"/>
		<updated>2023-05-29T21:59:48Z</updated>

		<summary type="html">&lt;p&gt;DefCynodont119: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Fileversion|7119}}&lt;br /&gt;
&lt;br /&gt;
The Options listed in this article should entered into the &#039;&#039;&#039;$Subsystem&#039;&#039;&#039; section of the [[Ships.tbl]]. Multiple Subsystems may be defined.&lt;br /&gt;
&lt;br /&gt;
*All subsystems a ship can have must be defined in ship&#039;s model file (.pof).&lt;br /&gt;
*See [[Subobject_and_subsystem_properties|Subobject and subsystem properties]] for information about what subsystems the game has defined meaning for.&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*[[Animation_Code|Animation Code]] can be applied to the subsystems that consist of submodels, like multi-part turrets.&lt;br /&gt;
{{Table220|&lt;br /&gt;
&#039;&#039;&#039;DEPRECATED&#039;&#039;&#039;: Unless setting initial orientation of multipart turrets, consider using the [[Animation.tbl]] in combination with [[Ships.tbl#.24Animations:|$Animations:]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==$Subsystem:==&lt;br /&gt;
*The name of the subsystem as defined in .pof file, % of ship&#039;s total hitpoints the subsystem has and rotation time (360 degrees) for multi-part turrets. Note: Assigning zero to the %-hitpoint entry causes the subsystem to be without hitpoints, like fighterbays on some capital ships.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, name of the subsystem followed by the subsystem hitpoints as % of ships hitpoints and seconds per 360 degree turn. Subsystem name must be the same as described in model file (.pof).&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entries can be left empty in which case game uses default values}}&lt;br /&gt;
**Example: communications, 5, 0.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Subsystem Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternate name for the subsystem. This name is shown for example in the targeting window when subsystem is targeted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Option to use pipe character &#039;&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;&#039; to force line breaks into the alt subsystem name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Damage Popup Subsystem Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate name for the subsystem when it is displayed on the &#039;&#039;&#039;damaged systems&#039;&#039;&#039; popup.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* &#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the subsystem. If subsystem armor type is not defined ships armor type is used instead.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default PBanks:===&lt;br /&gt;
*Defines default primary weapon for the turret&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039; )&lt;br /&gt;
**Example: ( &#039;&#039;&amp;quot;Subach HL-7&amp;quot;&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$PBank Capacity:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of turrets ballistic primary weapon.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; )}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default SBanks:===&lt;br /&gt;
*Defines default secondary weapon for the turret&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$SBank Capacity:===&lt;br /&gt;
*Defines ammunition capacity of turrets secondary weapon.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Engine Wash:===&lt;br /&gt;
*All engines may use information concerning the engine wash. Engine washes are usually used only with larger vessels.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in Engine Wash section in [[ships.tbl]]&lt;br /&gt;
**Example: &#039;&#039;Default1000&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AliveSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies a sound to play from the subsystem while it is not destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$DeadSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies a sound to play from the subsystem while it is destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$RotationSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Can be used to define a sound that is played when this subsystem rotates.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Turret Base RotationSnd:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the sound which is played when the turrets base rotates&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Gun RotationSnd:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the sound which is played when the turrets guns change their elevation&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret BaseSnd Volume:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier for the sound volume for turret base rotations&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret GunSnd Volume:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier for the sound volume for turret guns change their elevation&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AWACS:===&lt;br /&gt;
*Sets this subsystem&#039;s effective AWACS range. (AWACS reveals stealthed ships, cuts through nebula fog.)&lt;br /&gt;
*Syntax: intensity, &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, and radius, &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, - intensity is an ignored but required field. - radius is the maximum range of the AWACS.&lt;br /&gt;
&lt;br /&gt;
===$Scan time:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Scan time for this subsystem.  If this is not set, the scan time for the ship is used for the subsystem&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; in milliseconds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Maximum Barrel Elevation:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum barrel elevation for the turret&lt;br /&gt;
*Basically &#039;inverse FOV&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, from 0 to 90}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Base FOV:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the FOV of the turret&#039;s base.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, from 0 to 359}}&lt;br /&gt;
&lt;br /&gt;
===$Turret Barrel FOV:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Defines the FOV of the turret&#039;s barrel, overriding any FOV defined in the POF.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, from 0 to 359}}&lt;br /&gt;
&lt;br /&gt;
===$Turret Reset Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time after losing the target before the turret begins to reset itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, in milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Optimum Range:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the optimum range for the turret&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Direction Preference:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the turrets preference to keep targeting targets based how far the turret should turn instead of nearest target&lt;br /&gt;
*The higher the value the higher the preference to keep targeting targets close to previous targets direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, from 0 to 100, 0 disables the preference setup}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the target priorities, and their order for the turret&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turrets per Bomb:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Limits the number of turrets that can be targeting the same bomb.&lt;br /&gt;
*When this is set, when this turret tries to target a bomb, it will check to see how many turrets are already targeting it and only choose it as a target if there are less than this number.&lt;br /&gt;
*This allows control over the default behavior, where every turret will fire at the leading bomb.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Max Turrets per Target:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Limits the number of turrets that can be targeting the same target.&lt;br /&gt;
*&#039;&#039;&#039;ONLY AFFECTS SMALL TARGETS&#039;&#039;&#039; such as fighters and bombers. This limit does &#039;&#039;&#039;NOT&#039;&#039;&#039; apply vs large ships.&lt;br /&gt;
*When this is set, when this turret tries to target a ship, it will check to see how many turrets are already targeting it and only choose it as a target if there are less than this number.&lt;br /&gt;
*This helps turrets spread their efforts out among multiple targets. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ROF:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the modifier applied to the turret rate of fire (ROF).&lt;br /&gt;
&lt;br /&gt;
====+Use firingpoints====&lt;br /&gt;
*Modifies (multiplies) the rate of fire by the number of firingpoints the turret has.&lt;br /&gt;
&lt;br /&gt;
====+Multiplier:====&lt;br /&gt;
*Checked only if &#039;&#039;+Use firingpoints&#039;&#039; has not been defined&lt;br /&gt;
*If set to larger than 0 the value acts as multiplier&lt;br /&gt;
*If set to 1.0 the feature is disabled&lt;br /&gt;
*If set to equal to or smaller than 0 it as if &#039;&#039;+Use firingpoints&#039;&#039; option would have been enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be used to sets additional subsystem related properties&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039; )&lt;br /&gt;
*List of available flags:&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;untargetable&amp;quot;====&lt;br /&gt;
*Subsystem cannot be targeted&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;carry no damage&amp;quot;====&lt;br /&gt;
*Damage caused to the subsystem will not carry over to the parent ship&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;use multiple guns&amp;quot;====&lt;br /&gt;
*Enables the turret to fire all equipped weapons, picking a not-in-use firing point at each trigger. Not to be confused with &#039;Salvo mode&#039;.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fire down normals&amp;quot;====&lt;br /&gt;
*Forces the turret to fire along the turret normals - regardless of the swarm setting.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;check hull&amp;quot;====&lt;br /&gt;
*Forces the firing turret to check against the parent model if valid line of sight exists between the firingpoint and the target.}}&lt;br /&gt;
&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====&amp;quot;fixed firingpoints&amp;quot;====&lt;br /&gt;
*Forces the firing turret to retain the firingpoints of their weapons: if the turret has multiple banks, the first bank will only fire from the first firepoint, the second bank only from the second firepoint, and so on. Maximum number of weapons is the same as maximum number of weapons in turret (3 primary, 4 secondary)&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;salvo mode&amp;quot;====&lt;br /&gt;
*Forces the firing turret to use only the first weapon defined for it but fires it simultaneously from all the firing points. Not to be confused with &#039;use multiple guns&#039;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no subsystem targeting&amp;quot;====&lt;br /&gt;
*Prevents the firing turret from targeting targets subsystems - instead forces the turret to fire randomly at the targets hull.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fire on target&amp;quot;====&lt;br /&gt;
*Prevents the turret from firing unless the turret barrels (firingpoints) and targets are aligned.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;reset when idle&amp;quot;====&lt;br /&gt;
*Forces the turret to reset to its initial position if it has no targets.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;carry shockwave&amp;quot;====&lt;br /&gt;
*Forces the turret to carry damage caused by shockwaves to the hull regardless of other flags.}}&lt;br /&gt;
&lt;br /&gt;
{{Table3613|&lt;br /&gt;
====&amp;quot;allow landing&amp;quot;====&lt;br /&gt;
*Defines the subsystem as something on which player can attempt to land on&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;target requires fov&amp;quot;====&lt;br /&gt;
*Prevents turret from accidentally selecting target out of it field of view (fov) when acquiring targets&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fov edge checks&amp;quot;====&lt;br /&gt;
*The turret will more eagerly acquire targets as long as a sufficient portion of the target is within its fov.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no replace&amp;quot;====&lt;br /&gt;
*Tells game not to use the replacement submodel (-destroyed) when the subsystem loses all of it&#039;s hitpoints.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no live debris&amp;quot;====&lt;br /&gt;
*Prevents the subsystem from releasing live debris pieces when destroyed&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;ignore if dead&amp;quot;====&lt;br /&gt;
*When subsystem has been destroyed prevents homing weapons from attempting to hit the now destroyed submodel and instead tells them to home on the main hull of the target&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;allow vanishing&amp;quot;====&lt;br /&gt;
*Allow subsystem to be destroyed from the ship without sound or graphical effects&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;damage as hull&amp;quot;====&lt;br /&gt;
*Treats subsystem as if it were hull when applying damage.  &lt;br /&gt;
&lt;br /&gt;
====&amp;quot;starts locked&amp;quot;====&lt;br /&gt;
*Turret starts locked and won&#039;t shoot until you use a turret-free or turret-free-all SEXP on it.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no aggregate&amp;quot;====&lt;br /&gt;
*Freespace keeps track of a ships overall functionality (such as if a ship is sensorless, disarmed or disabled) via a total hitpoint count of the associated subsystems. For example if a ship has three engines with 100HP each, the &#039;engines&#039; count will be at 300HP. Shooting at any of the subsystems with the keyword &#039;engine&#039; in them will decrement this total, and when it is at 0 then the ship becomes disabled.&lt;br /&gt;
*This flag tells FS to ignore the associated subsystem and not count it towards those totals. For example, if a ship had three 100HP engines with one set to &#039;no aggregate&#039; then the &#039;engines&#039; count will be 200HP. Shooting the &#039;no aggregate&#039; engine will not decrement the &#039;engines&#039; count, and so in other words the status of this engine is irrelevant to whether or not the ship is disabled. In the same way when applied to a turret, the turret&#039;s status is irrelevant to whether the ship is  disarmed or not.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;wait for animation&amp;quot;====&lt;br /&gt;
*When this flag is active, a turret will only fire after any associated subsystem animations (such as a turret hatch opening) have played out.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;play fire sound for player&amp;quot;====&lt;br /&gt;
*If this turret is on a player ship, play its associated sounds.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;only target if can fire&amp;quot;====&lt;br /&gt;
*Do additional checks to make sure that a turret which cannot fire at its target releases that target. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
====&amp;quot;no disappear&amp;quot;====&lt;br /&gt;
*If this subsystem is a physical subsystem, it won&#039;t disappear nor switch to the -destroyed model when destroyed.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;collide submodel&amp;quot;====&lt;br /&gt;
*If this subsystem is a physical subsystem, it will only take damage from hits which impact the submodel. By default damage is taken from all hits within the submodel&#039;s radius*2. Does not affect area damage such as shockwaves.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;allow destroyed rotation&amp;quot;====&lt;br /&gt;
*Allows a rotating subobject to continue to rotate even when it has been destroyed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====&amp;quot;turret use ammo&amp;quot;====&lt;br /&gt;
*If the subsystem is a turret, it will use ammo.&lt;br /&gt;
**Note: If the turret does not have ammo, it will not fire. Remember that the maximum ammo a turret can hold is the Capacity of the Bank divided by the Cargo Size of the weapon.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;share fire direction&amp;quot;====&lt;br /&gt;
*If this subsystem is a turret, whenever the turret fires it will make all of the firing points shoot their weapon in the same direction instead of at the same point or set of points on a target.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table381|&lt;br /&gt;
====&amp;quot;no damage spew&amp;quot;====&lt;br /&gt;
*If this subsystem is hit then there will be no damage spew particles emitted.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no impact debris&amp;quot;====&lt;br /&gt;
*If this subsystem is hit then no impact debris will be generated.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
====&amp;quot;hide turret from loadout stats&amp;quot;====&lt;br /&gt;
*This subsystem is not counted as a turret in the auto-generated &amp;quot;+Turrets:&amp;quot; line in the statistics summary window of the ship loadout editor.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===[[Animation Code]]===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Option for animating the submodels&lt;br /&gt;
{{Table220|&lt;br /&gt;
&#039;&#039;&#039;DEPRECATED&#039;&#039;&#039;: Unless setting initial orientation of multipart turrets, consider using the [[Animation.tbl]] in combination with [[Ships.tbl#.24Animations:|$Animations:]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$On Beam Warmdown:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Specifies an [[Action System|action system]] program set to be executed when a beam attached to this subsystem is starting its warmdown sequence.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Case Specific Entries==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turret===&lt;br /&gt;
*All turrets require information concerning the weapon mounted to the turret. The entry can be either &#039;&#039;&#039;$Default PBanks&#039;&#039;&#039; for turret primaries (including beams) or &#039;&#039;&#039;$Default SBanks&#039;&#039;&#039; for turret secondaries&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*[[Animation_Code#Setting_Turret_Angle|Animation Code]] can be used with multi-part turrets.&lt;br /&gt;
*Multiple defined weapons will all fire but the targeting is handled by the first weapon in the list. &#039;&#039;&#039;Multiple beams are not possible&#039;&#039;&#039;. All weapons alternate between the firingpoints of the turret so turrets do not need to have more than one weapon defined no matter how many barrels or firingpoints they have.}}&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Subsystem: turret01, 1.0, 1.0&lt;br /&gt;
$Default PBanks: ( &amp;quot;Terran Turret&amp;quot; )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Engine===&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Subsystem: engine01, 5.0, 0.0&lt;br /&gt;
$Engine Wash: Default1000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>DefCynodont119</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=64875</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=64875"/>
		<updated>2023-05-29T21:58:12Z</updated>

		<summary type="html">&lt;p&gt;DefCynodont119: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2022-10-07 UTC|0dfed6de4be6747fcbcf9c35f8c35996d9d7259b}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;ships.tbl&#039;&#039;&#039; defines all the ship classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-shp.tbm&lt;br /&gt;
&lt;br /&gt;
See the article [[Subsystem]] for ship table information that is specific to subsystems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
{{Table202|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Wing Formations&#039;&#039;&#039;&lt;br /&gt;
:**Includes the list of custom wingmate formations}}&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*This setting does nothing&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Warning|&lt;br /&gt;
The ship templates feature, when originally introduced, caused crashes and memory issues. Between 2014/07/24 and 2015/8/20, it was removed from the codebase. In short: do not use in versions prior to 3.7.4.}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name and cannot be the first character in the $Name: string. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort FreeSpace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in [[Enter the Dragon]], appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. Moreover, &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they both appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by &#039;&#039;&#039;@&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
===+Use Ship as Template:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Creates a copy of the specified ship to use as a base for this ship.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Caution!&#039;&#039;&#039;&#039;&#039; This is highly dependent on the order the tables are loaded. If the ship used as a template is modified using &amp;lt;tt&amp;gt;+nocreate&amp;lt;/tt&amp;gt;, the tabled changes will only be applied to the newly created ship if they are loaded &#039;&#039;before&#039;&#039; &amp;lt;tt&amp;gt;+Use Ship as Template&amp;lt;/tt&amp;gt;. Any &amp;lt;tt&amp;gt;+nocreate&amp;lt;/tt&amp;gt; changes &#039;&#039;after&#039;&#039; &amp;lt;tt&amp;gt;+Use Ship as Template&amp;lt;/tt&amp;gt; will not have any effect on the newly created ship class. Thus, proper templates should be preferred if possible.&lt;br /&gt;
*Cannot be used in conjunction with &amp;lt;tt&amp;gt;+Use Template&amp;lt;/tt&amp;gt;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the ship class to use as a template}}&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Alternative $Name: for the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Alternate $Name:}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines name of the ship as displayed in the tech room&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -ship_choice_3d commandline flag is enabled or no ani can be found for the selected ship.&lt;br /&gt;
*Syntax: String, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Animations:===&lt;br /&gt;
{{Table230|&lt;br /&gt;
*Allows specifying animations that only run on the cockpit model of a ship&lt;br /&gt;
*See [[#$Animations:|$Animations]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Moveables:===&lt;br /&gt;
{{Table230|&lt;br /&gt;
*Allows specifying moveables that only run on the cockpit model of a ship&lt;br /&gt;
*See [[#$Moveables:|$Moveables]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the moveable animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Display:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines a rectangle surface on a cockpit texture that can be updated dynamically. Multiple displays can be defined, but only one needs to be defined for each texture on the cockpit model.&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
*The filename of the cockpit texture to be replaced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Offsets:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) The offsets of the rectangle surface into the texture that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
* The size of the rectangle surface that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Background:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the background of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Foreground:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the foreground of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Display Name:&#039;&#039;&#039;&lt;br /&gt;
* A name to be used as a reference handle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
===$POF file Techroom:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder; used only in the weapon loadout screen&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target File:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers default to (from left to right): 1/8, 1/4, 1, 4, and 8, and may be overridden by the [[Ai_profiles.tbl#$Detail Distance Multiplier:|$Detail Distance Multiplier]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision LOD:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines an alternative LOD (Level-Of-Detail) to use for collision detection. Using this can increase performance without visible drawbacks if the LOD chosen has much simpler geometry but the shape still closely matches the base model.&lt;br /&gt;
*This works as follows: collision detection proceeds normally through the various model/submodel radius and bounding box checks based on LOD0, but when the game decides to perform a mesh-based collision check of a given submodel, it will use the submodel&#039;s LOD mesh instead. However, all submodels do not need to have a counterpart in the given LOD; if one is not found, the closest alternative will automatically be used instead.&lt;br /&gt;
*For example, if &#039;&#039;$Collision LOD: 3&#039;&#039; is used and the submodel engine01a is checked for a hit, the game will attempt to use the mesh of engine01d instead. However, if there is no engine01d submodel, the game will find the closest alternative: it&#039;ll look for engine01c, then engine01b, and finally fall back to engine01a. Note the implications of for example the root LOD submodel (detaild, detail3, etc) including the geometry of subsystem submodels; if detail0 is checked for a collision before engine01a, and detail3 includes the engine geometry (as opposed to having it in engine01d), then the subsystem engine01a cannot be hit.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
NOTE: this option has done nothing since before 2008&lt;br /&gt;
&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Enable Team Colors:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Enables Team Colors for a ship without setting a default color setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Default Team:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Specifies the default team name to be used for coloring a ship.&lt;br /&gt;
*None will set the default to &#039;no coloring&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the teams as defined in [[colors.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Lightning Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Changes the damage lightning effect shown on highly damaged ships. &lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum number of particles spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 25&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5f&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2f&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.55f&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.05f&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0f&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0f&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variance of particle direction from the normal&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.0f}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the &#039;smoke&#039; released on weapon impact point&lt;br /&gt;
*Certain default values (marked with &#039;&#039;&#039;X&#039;&#039;&#039;) gain a specific multiplier based on ship radius&lt;br /&gt;
::If the radius is less than 20 the multiplier is 1&lt;br /&gt;
::If the radius is larger than 40 the multipler is 1.2&lt;br /&gt;
::Otherwise it is between 1 and 1.2&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50 * &#039;&#039;&#039;X&#039;&#039;&#039;}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.3 &lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 3.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2 * &#039;&#039;&#039;X&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision Physics:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Parameters affecting collision physics, including landings.&lt;br /&gt;
*&amp;quot;Landing&amp;quot; means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. &amp;quot;Reorient&amp;quot; thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. &lt;br /&gt;
&lt;br /&gt;
====+Bounce:====&lt;br /&gt;
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Both Small Bounce:====&lt;br /&gt;
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Friction:====&lt;br /&gt;
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.&lt;br /&gt;
====+Rotation Factor:====&lt;br /&gt;
Affects the rotational energy of collisions. Default is 0.2.&lt;br /&gt;
====+Landing Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still be considered a landing. &lt;br /&gt;
====+Landing Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity the ship can land at.&lt;br /&gt;
====+Landing Max Angle:====&lt;br /&gt;
Maximum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Min Angle:====&lt;br /&gt;
Minimum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. &lt;br /&gt;
====+Reorient Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still reorient. &lt;br /&gt;
====+Reorient Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity for reorienting.&lt;br /&gt;
====+Reorient Max Angle:====&lt;br /&gt;
Maximum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Min Angle:====&lt;br /&gt;
Minimum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.&lt;br /&gt;
====+Reorient Speed Mult:====&lt;br /&gt;
How quickly the reorientation takes place (when applicable)&lt;br /&gt;
====+Landing Rest Angle:====&lt;br /&gt;
Angle of the ship&#039;s nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. &lt;br /&gt;
====+Landing Sound:====&lt;br /&gt;
Sound to play when landing (if it&#039;s not a landing, normal collision sound is used).&lt;br /&gt;
}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
====+Collision Sound Light:====&lt;br /&gt;
Sound when this ship collides normally.&lt;br /&gt;
====+Collision Sound Heavy:====&lt;br /&gt;
Sound when this ship collides at high speed.&lt;br /&gt;
====+Collision Sound Shielded:====&lt;br /&gt;
Sound when this ship collides with shields active.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
**If the mission has gravity, this is the multiplier applied to acceleration from gravity on the ship.&lt;br /&gt;
**Note that due to the exponential damping from $Damp, the acceleration from gravity will eventually even out with $Damp and result in a constant velocity in the direction of gravity.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Dying Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
**Same as above, but while ths ship is dying/in death roll.&lt;br /&gt;
**The aforementioned exponential damp is still in effect during this time, but it is weaker.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: The same as $Gravity Const:}}&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of the debris (Default value is a random number)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Min Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Damage Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the collision damage multiplier for collisions against the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lightning Arc Percent:&#039;&#039;&#039;&lt;br /&gt;
**Controls what percent of debris pieces will have the damage lightning effect applied to them.&lt;br /&gt;
**Defaults to 50%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; 0-100}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;+Debris Gravity Const:&#039;&#039;&#039;&lt;br /&gt;
**If the mission has gravity, this is the multiplier applied to acceleration from gravity on the ship&#039;s debris.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: The same as $Dying Gravity Const}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Ambient Sound:&#039;&#039;&#039;&lt;br /&gt;
**The sound played in the vicinity of debris.}}&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Generic Debris POF file:&#039;&#039;&#039;&lt;br /&gt;
**The filename of the ship&#039;s generic debris, by default debris01.pof.&lt;br /&gt;
**Big or huge ships do not normally have generic debris, but if this is specified for them, they will generate generic debris on explosion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Generic Debris Spew Num:&#039;&#039;&#039;&lt;br /&gt;
**How many generic debris fragments to generate when the ship explodes.&lt;br /&gt;
**If this is a big or huge ship, this is the number of generic debris fragments to generate for every individual propagating explosion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;20&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*Multiplies the mass and moment of inertia of the relevant ship.&lt;br /&gt;
*Ships with a high mass and moment of inertia will be moved/rotated by collisions and impacts less strongly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1. Must not be 0.&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Sets the natural period (1 / omega) of the dampening effects on top of the acceleration model. (See [[Ships.tbl#$Forward Accel:|$Forward Accel:]])&lt;br /&gt;
*In essence, affects how quickly you will accel/decel to your target velocity. Higher damp means slower acceleration and deceleration, while lower values (down to 0.0001) means faster acceleration/deceleration.&lt;br /&gt;
**Specifying a value of 0.0 means there is no damping placed on top of the acceleration model, which is the most responsiveness you&#039;ll get.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Shares the same principles of [[Ships.tbl#$Damp:|$Damp]], but is applied to rotations directly. (there isn&#039;t a engine/thrust acceleration model for rotations)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*The x and y velocities are considered slide veocities&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Minimum Velocity:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines minimum velocities on x (left/right), y (up/down), and z (forward) -axis (respectively). This affects the player only, the AI ignores the value. &lt;br /&gt;
*The x and y velocities are considered slide velocities, the minimums for them are &#039;&#039;&#039;not currently implemented&#039;&#039;&#039;.&lt;br /&gt;
*When gliding, if the absolute speed vector of the players ship falls below the minimum then the ships engines will re-engage and cannot be switched off again until the ships absolute vector exceeds the z-minimum.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 40.0&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is &amp;quot;pitch,&amp;quot; y-axis is &amp;quot;yaw,&amp;quot; and z-axis is &amp;quot;roll.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
**Note: Setting to Zero will cause the model to disappear in mission.&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% of the maximum forward (z) velocity&lt;br /&gt;
** We use 63.21% instead of 100% because FSO&#039;s acceleration/velocity model is based on a simplistic exponential function, rather than the more complex models seen for prop-driven, jet-driven, or rocket-driven craft.&lt;br /&gt;
** The equation is a derivative of v = 1 - e^(-t / T), where T is what we define in the ship.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum forward (z) velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% maximum slide velocity&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Number of seconds needed from 63.21% maximum slide velocity to full stop&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s attitude/facing without changing its current movement direction and speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. &lt;br /&gt;
*If negative, there is no glide cap (allowing practically infinite maximum gliding speed), but only for the player, the AI will act as though it is still 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Defaults to 0.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode.&lt;br /&gt;
**If &amp;gt; 0, sets a fixed acceleration rate in glide mode: ships will accelerate at their tabled maximum velocity along the given axis, interpreted in m/s^2, multiplied by &#039;&#039;+Glide Accel Mult:&#039;&#039;.&lt;br /&gt;
**If set to 0, impossible to accelerate while in glide mode.&lt;br /&gt;
**If negative, enables glide speed ramping: acceleration in glide mode ramps using the same constants as in normal flight. Note, however, that glide acceleration ignores the ship&#039;s &#039;&#039;$Damp:&#039;&#039; value, so glide acceleration will always be faster than in normal flight; and if the damping constant is significantly larger than the acceleration constant along a given axis, this difference will become very pronounced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: &#039;&#039;0&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesn&#039;t do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
===+Primary Bank Autoaim FOV:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Defines the autoaim for the primary bank.&lt;br /&gt;
*Can be listed once for each existing bank on the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence&lt;br /&gt;
{{Note|If none of the following optional strings are added, the weapon will not converge. Don&#039;t forget to use them.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence.  Overrides the setting for $Autoaim FOV&#039;s minimum distance.}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;Fireballl Unique ID&#039;&#039; - Uses the default mechanics but replaces the portal effect with the identified fireball.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Decel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the deceleration curve at the end of the warpin. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual deceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used for the Homeworld warpin effect. Has no effect for other warpin types.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;Fireballl Unique ID&#039;&#039; - Uses the default mechanics but replaces the portal effect with the identified fireball.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Engage Time:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the delay the it takes for the warp drive of the ship to engage, during which the player may still abort the warpout. Affects both the player as well as AI ships. If not defined, [[Game_settings.tbl#.24Minimum player warpout time:|defaults to]] 3 seconds for the player and none for the AI.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Sets the minimum speed required for the ship to warp out for &#039;&#039;&#039;hyperspace&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Accel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the acceleration curve at the start of the warpout. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual acceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Inner Rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Outer Rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship has many smaller explosions while in its death-roll. Also determines whether the ship splits in two or not unless explicitly set below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Splits Ship:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Whether the ship splits in two and slowly explodes outward towards its front and back, or just immediately explodes into debris.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, defaults to the value of &#039;$Expl Propagates:&#039; above}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Propagating Expl Radius Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This sets the multiplier for the ship splitting propagating explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base Death-Roll Time:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the base death-roll time&lt;br /&gt;
*Values is modified depending on conditions when the ship died&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 3000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the radius of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Intensity Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the amount of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier applied to the ship death explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Count:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the number of explosion effect game uses when a large ship dies&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 6}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Rotation Multiplier:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Multiplies the strength of the rotation imparted by death-rolling. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll X rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on X-axis (pitch) rotation during the ships deathroll. The value is radians per second. The current hard-coded minimum is 0.8. Note the code generally won&#039;t use this value for ships with radius &amp;gt; 150 (hard-coded). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Y rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Y-axis (yaw) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Z rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Z-axis (roll) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on every explosion event which happens when ship is splitting apart&lt;br /&gt;
*The old &#039;popcorn&#039; effect&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 80&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 40&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.015&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.005&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 6.0 * (1 + 0.002 * Ship radius)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5 * (1 + 0.002 * Ship radius) &lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Speed of the propagating explosion&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used the final explosion of this ship type,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Ship Death Particles&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on the moment &#039;non-knossos&#039; type object dies&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.1&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 4.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released when &#039;knossos&#039; type object is dying&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 15&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 350.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of vaporization, 0 to 100}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Sound:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Optional sound to be used for the sound heard when for the ship explosion shockwave (default is sound 109).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039; - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;&lt;br /&gt;
*Note: This requires the [[Weapons.tbl#.24External_Model_File:|$External_Model_File entry to be defined in weapons.tbl]]. Weapons without external models will revert to the standard behaviour.&lt;br /&gt;
*Behavior is as follows:&lt;br /&gt;
**If your bank carries fewer or as many missiles as the number of gunpoints on your bank, you will have exactly as many external model shown as you have missiles left in your bank (going in the order of gunpoints defined in the POF). External models will disappear when missiles are fired.&lt;br /&gt;
**If your bank carries more missiles than you have gunpoints in your bank, then external models will &amp;quot;recoil&amp;quot; (to simulate a reloading animation) every time you fire, and will disappear based on the % of missile left in the bank. Example: you have 2 gunpoints and 4 missiles, the first external model will disappear after you fire the second missile.&lt;br /&gt;
**If your weapon uses the [[Weapons.tbl#.22external_model_launcher.22|&amp;quot;external_model_launcher&amp;quot; flag]], then the model will be displayed on all gunpoints and will not recoil nor disappear when fired.}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|It is not required to have any weapons with the &amp;quot;apply recoil&amp;quot; flag set for this to be enabled.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
====+Auto Spread:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the thickness of auto spread shields. Note that the [[#.22auto_spread_shields.22|&amp;quot;auto spread shields&amp;quot;]] ship flag is also needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, shield thickness in meters.}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Weapon Span:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines the minimum distance weapons must have traveled before impacting the shield (for example if fired close to or inside the shield). Does not affect whether the weapon bypasses shields, unless +Allow Bypass (see below) is set to &#039;&#039;YES&#039;&#039;. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to the shield thickness.}}&lt;br /&gt;
&lt;br /&gt;
====+Allow Bypass:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Determines whether weapons which impact on the ship&#039;s hull (see +Minimum Weapon Span above) will bypass shields. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;NO&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Spread From LOD:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Causes the auto spread shields calculations to be done based off a LOD level other than LOD0. Using a lower-poly LOD will considerably speed up the shield collision detection, while being visually indistinguishable in most cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, defaults to 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Point Shield Controls:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows remapping of the 4 shield augmentation keys when [[Model Point Shields]] are used. You should usually supply as many values as you have shield segments. The first value determines which augmentation key to use for the first shield segment, the second value determines which key to use for the second shield segment, and so on (the order being defined by the order of the shield points in the model file). If less than 4 values are given, &amp;quot;none&amp;quot; is assumed for the missing ones. Note that as there are only 4 augmentation keys, player ships with more than 4 shield segments would generally not be a good idea.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( String list )&#039;&#039;&#039;&#039;&#039;, possible values &amp;quot;front&amp;quot;, &amp;quot;left&amp;quot;, &amp;quot;right&amp;quot;, &amp;quot;rear&amp;quot; and &amp;quot;none&amp;quot;&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;rear&amp;quot; )&#039;&#039; for a ship with only two shield sections, front and rear; the left and right augmentation keys would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;left&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;right&amp;quot; )&#039;&#039; for a ship with only three shield sections, left, right and rear; the front augmentation key would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;right&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;left&amp;quot; )&#039;&#039; for a ship with four shield sections but perhaps positioned in a non-standard way.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Impact explosion animation to trigger when this ship&#039;s shields are hit. Works identically for all shield types.&lt;br /&gt;
*Note: The size of the explosion is defined by the weapon, see [[Weapons.tbl#.24Shield_Impact_Explosion_Radius:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Shield Recharge:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines a maximum recharge limit of shields. When used, the combined maximum shield energy is lowered, meaning that shield energy can be moved between quadrants even with shields fully charged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier ranging from 0.0 to 1.0, defaults to 1.0&lt;br /&gt;
**Example: &#039;&#039;$Max Shield Recharge: 0.5&#039;&#039; caps the combined shield energy to 50%, meaning that a ship with 4 shield quadrants will by default have 12.5% strength on all quadrants (instead of normal 25%), allowing it to for example augment one quadrant to 50% while dropping other quadrants to 0%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*Actually does *NOTHING* unless set to zero; in which case weapon/shield/burner energy regeneration is disabled. Checked via code inspection 2014-12-29&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;&lt;br /&gt;
*Affected by ETS Shields value (1/3rd value recharged per sec at default ETS setting of &#039;4&#039;)&lt;br /&gt;
*Affected by AI Profile Setting: $Player Shield Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===+Shield Regen Hit Delay:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies a time delay after being hit by a weapon before the shield may begin regenerating again.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Support Shield Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Shield repair rate when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;&lt;br /&gt;
*Affected by ETS Guns value (1/3rd value recharged per sec at default ETS setting of &#039;4&#039;)&lt;br /&gt;
*Affected by AI Profile Setting: $Player Weapon Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Quantity:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*The fraction of &#039;&#039;maximum&#039;&#039; shield capacity to use when making direct shield -&amp;gt; weapon energy transfers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;0.2&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; default direct transfers have a large and poorly-appreciated impact on ETS balancing. If you care about balancing your ship&#039;s weapon and shield recharge rates you are advised to set this to 0.}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Efficiency:===&lt;br /&gt;
{{Table202|*The fraction of the transferred shield energy that will actually end up in the weapon capacitor.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;1.0&#039;&#039;&lt;br /&gt;
*Note that the amount deposited will be absolute, not relative. For instance, for a ship with 100 weapon energy and 200 shields and default quantity and efficiency, a shield-&amp;gt;weapon transfer will deduct 40 shield energy and add 40 weapon energy. It is entirely possible for efficiency to be more than 1.0.&lt;br /&gt;
*Unless transfer efficiency is tuned to account for the different charge rates for weapons and shields, direct transfers will tend to make the ETS unbalanced in the hands of an experienced player, as in retail.}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Speed:===&lt;br /&gt;
{{Table202|*The rate at which transferred energy will move into the weapon capacitor,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;0.04&#039;&#039;&lt;br /&gt;
*When energy is transferred it is instantly deducted from shields, but it must &#039;trickle&#039; into the weapon capacitor at a fixed fraction per second. This acts as a second bonus recharge on top of whatever the ETS produces.}}&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Quantity:===&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Efficiency:===&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Speed:===&lt;br /&gt;
&lt;br /&gt;
{{Table202|As above, but with the transfer direction reversed.}}&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Overclock Speed:&#039;&#039;&#039;&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, hitpoints&lt;br /&gt;
**Default: &#039;&#039;100&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of hitpoints repaired per second}}&lt;br /&gt;
&lt;br /&gt;
===$Hull Self Repair Maximum:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Maximum percentage of total hull strength that the hull will self-repair to.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of hull hitpoints}}&lt;br /&gt;
&lt;br /&gt;
===$Support Hull Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for hull when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, percentage of total subsystem hitpoints repaired per second}}&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Self Repair Maximum:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Maximum percentage of total subsystem strength that subsystems will self-repair to.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of subsystems hitpoints}}&lt;br /&gt;
&lt;br /&gt;
===$Support Subsystem Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for subsystems when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
====+Aburn Max Vel:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
====+Aburn For accel:====&lt;br /&gt;
*Defined only for the forward acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Aburn Max Reverse Vel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration, Sets the top speed for Reverse Afterburner.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.&lt;br /&gt;
}}&lt;br /&gt;
====+Aburn Rev accel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Aburn Fuel:====&lt;br /&gt;
*Amount of afterburner fuel the ship has&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
====+Aburn Burn Rate:====&lt;br /&gt;
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Rec Rate:====&lt;br /&gt;
*Rate the fuel is restored.&lt;br /&gt;
*Exact fuel recharged per second is given by the ETS value (as a percentage of total power output) multiplied by twice the tabled recharge rate, and then multiplied by the difficulty setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Minimum Start Fuel:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Minimum afterburner fuel the ship must have before allowed to afterburn.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel}}&lt;br /&gt;
====+Aburn Minimum Fuel to Burn:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Forces the ship to afterburn until at least this much fuel is used, or it runs out of fuel.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel}}&lt;br /&gt;
====+Aburn Cooldown Time:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*How much time must have elapsed since the last afterburn finished to allow afterburning again.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====$Trails:====&lt;br /&gt;
*Allows afterburner trails to be used&lt;br /&gt;
=====+Bitmap:=====&lt;br /&gt;
*Texture used to draw the afterburner trail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
=====+Bitmap Stretch:=====&lt;br /&gt;
*Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
=====+Width:=====&lt;br /&gt;
*Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
=====+Alpha:=====&lt;br /&gt;
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&lt;br /&gt;
=====+Alpha Decay Exponent:=====&lt;br /&gt;
*Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
*Smaller numbers below 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Larger numbers above 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive}}&lt;br /&gt;
=====+Life:=====&lt;br /&gt;
*How long the trail will last&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
=====+Spread:=====&lt;br /&gt;
*Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
=====+Faded Out Sections:=====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan Time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan range Normal:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan other small ships or large ship subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scan range Capital:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan capital (&amp;amp; similar size) ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scanning time multiplier:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*A factor to apply to scan time when this ship is doing the scanning&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scanning range multiplier:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*A factor to apply to scan distance when this ship is doing the scanning&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Shield Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of shield damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Hull Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of hull damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Engine Volume:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies how to multiply the volume of the engine sound based on ship speed. When the ship is stationary, the engine volume will be multiplied by the given value, with the value approaching 1.0 as the ship speed approaches maximum.&lt;br /&gt;
*Note: Default behavior is to ramp the multiplier from 0.5 (when ship is stationary) to 1.0 (when ship is at half speed or more).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, volume multiplier, usually you&#039;ll want a value between 0.0 and 1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideStartSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when entering glide mode, instead of the default throttle down sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideEndSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when exiting glide mode, instead of the default throttle up sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Flyby Sound===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Optional sound to be used for the fly-by sound&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CockpitEngineSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for looping engine sound heard in the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$FullThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to full power.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ZeroThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to zero power&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleUpSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when increasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleDownSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when decreasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the looping sound heard when the afterburner is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerEngageSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the sound heard when the afterburner is engaged&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the activation of the afterburner failed&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileTrackingSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player tries to acquire a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player has acquired a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his primary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his secondary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$TargetAcquiredSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player acquires a new target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the primary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the secondary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is locked onto the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileEvadedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a missile has been evaded&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CargoScanningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the cargo of an object is being scanned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$DeathRollSnd===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Optional sound to be used for the sound heard when the ship enters its death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ExplosionSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the ship explodes&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SubsysExplosionSnd===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Optional sound to be used for the sound heard when a subsystem on this ship explodes&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Closeup_pos:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). The position of the camera relative to the model in the tech room and the target box view. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). How far the camera&#039;s zoomed in, defines camera&#039;s FOV. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
{{Table381|&lt;br /&gt;
===$Closeup_pos_targetbox:===&lt;br /&gt;
*Optional value to set for the position of the camera relative to the model in the HUD target box view. If not set then the value for $Closeup_pos: will be used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom_targetbox:===&lt;br /&gt;
*Optional value to set how the model will show in the HUD target box view. How far the camera&#039;s zoomed in, defines camera&#039;s FOV. If not set then the value for $Closeup_zoom: will be used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chase View Offset:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies a custom camera position when the ship is being viewed in the chase camera.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively in meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chase View Rigidity:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies how &#039;rigidly&#039; the camera adheres to the &#039;rest&#039; position of the chase view camera when doing maneuvers or changing speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
** Defaults to 5.0.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Icon Direction:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*The direction from which the ship should be drawn from, if $Ship_Icon is not used and the ship icon is generated from the model.&lt;br /&gt;
** By default, the direction is based on whether the game thinks the ship is a small ship, a capship or an installation.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, one of &amp;quot;top&amp;quot;, &amp;quot;bottom&amp;quot;, &amp;quot;front&amp;quot;, &amp;quot;back&amp;quot;, &amp;quot;left&amp;quot; or &amp;quot;right&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
===$Wingmen Gauge Dot Override:===&lt;br /&gt;
*(Optional) Defines an animation to use for the dots in the wingmen status gauge. Overrides &#039;Dot Filename:&#039; under the &#039;+Wingman Status:&#039; entry in [[Hud_gauges.tbl#.2BWingman_Status:|Hud_gauges.tbl]] &lt;br /&gt;
*Must be an animation with two frames. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon:===&lt;br /&gt;
*Defines if the ship has its own briefing icon information which overrides the standard briefing icon image&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon:===&lt;br /&gt;
*Defines if the ship has its own wing briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own wing-with-cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;Defines the distortion effect for thrusters&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of normal thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion a:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of afterburner thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the thruster distortion&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines whether the distortion effect is rendered for this ship.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Bool&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Glow Noise Mult:&#039;&#039;&#039;&lt;br /&gt;
**A multiplier for how much noise is applied to the thruster glow radius. A value of 0 causes the radius to remain perfectly steady and values higher than 1 cause the radius to fluctuate more than the default.&lt;br /&gt;
** Defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to &#039;&#039;&#039;three&#039;&#039;&#039; can be defined for both &#039;&#039;&#039;standard&#039;&#039;&#039; thrusters and &#039;&#039;&#039;afterburners&#039;&#039;&#039; (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Min Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Max Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
This field is [[deprecated]], and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature disabled. Parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
====+Offset:====&lt;br /&gt;
*The position of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively, relative to the center point of the model&lt;br /&gt;
====+Start Width:====&lt;br /&gt;
*The width of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+End Width:====&lt;br /&gt;
*The width of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+Start Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+End Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Alpha Decay Exponent:====&lt;br /&gt;
*Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
*Smaller numbers below 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Larger numbers above 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive}}&lt;br /&gt;
====+Max Life:====&lt;br /&gt;
*How long the contrail remains&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
=====+Spread:=====&lt;br /&gt;
*Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
====+Spew Time:====&lt;br /&gt;
*Time in milliseconds to create new trail points, lower means less &#039;jagged&#039; trails.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
*The image to use for the contrail.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Bitmap Stretch:====&lt;br /&gt;
*Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Faded Out Sections:====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**Defines the index number of the manoeuvring thruster defined in this entry&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Used For:&#039;&#039;&#039;&lt;br /&gt;
{{Table230|&lt;br /&gt;
**This field may be omitted, and the activation of the thruster will be calculated automatically based on its position and direction.&lt;br /&gt;
}}&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
***THESE NAMES MAY BE MISLEADING FOR YOU.&lt;br /&gt;
***&#039;Roll left&#039; and &#039;Roll right&#039; are actually yaw, activated when the ship rotates around its top-bottom axis.&lt;br /&gt;
***&#039;Bank left&#039; and &#039;Bank right&#039; are actually roll, activated when the ship rotates around its front-back axis.&lt;br /&gt;
{{Table232|&lt;br /&gt;
***&#039;Yaw left&#039; and &#039;Yaw right&#039; are now valid strings for this field.  &#039;Roll left&#039; and &#039;Roll right&#039; are still recognized for compatibility.&lt;br /&gt;
}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Allows one or more strings, does not have a set limit.&lt;br /&gt;
*&#039;&#039;&#039;+Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of cylinder&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Length:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length of thruster trail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+StartSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is started&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+LoopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is continuously used&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+StopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is shutting down&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Glowpoint overrides:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Creates a point that casts light onto ships and objects with the source being a glowpoint defined in the model file.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String:Integer&amp;quot; )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*String refers to name in [[glowpoints.tbl]]&lt;br /&gt;
*Essentially, [Name_of_glowpoint_override_in_glowpoints.tbl]:[Bank_in_POF]. If there is no override entry then the game will not generate a light. If you have multiple banks that use the same override, use a comma if they are not in order (2,4,7) and use a dash if they are in order (3-5 yields 3, 4, and 5).&lt;br /&gt;
**Example: &#039;&#039;&#039;$Glowpoint overrides: ( &amp;quot;teal_glow_10:1&amp;quot; &amp;quot;red_glow:2,3&amp;quot; &amp;quot;white_glow_10:4&amp;quot; &amp;quot;red_glow_10:5&amp;quot; &amp;quot;green_glow_10:6&amp;quot;)&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Color Image 2D:&#039;&#039;&#039;&lt;br /&gt;
**Defines the color bitmap used to represent the ship on the radar screen.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Damage Draw Limit:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;&#039;10&#039;&#039;&#039;, sets the limit to 10%}}&lt;br /&gt;
&lt;br /&gt;
===$Path Metadata:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows definition of extra metadata&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the path as defined in the ship POF file.&lt;br /&gt;
**Example: &#039;&#039;&#039;$Path Metadata: $Bay01&#039;&#039;&#039;&lt;br /&gt;
{{Table220|&lt;br /&gt;
====+arrival rvec:====&lt;br /&gt;
*When using this path to arrive via fighterbay, the arriving ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to arrive via fighterbay.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
====+departure rvec:====&lt;br /&gt;
*When using this path to depart via fighterbay, the departing ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to depart via fighterbay.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
====+arrive speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships arriving from a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_arrive_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
====+depart speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships departing to a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_depart_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Passive Lightning Arcs:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Creates a &#039;lightning arc&#039; between two points on the ship&#039;s hull, like when the ship is EMP&#039;d or damaged, but naturally and fixed to two points on the ship.&lt;br /&gt;
*This section can be repeated.&lt;br /&gt;
*&#039;&#039;&#039;All subfields are required&#039;&#039;&#039;&lt;br /&gt;
====+Submodel 1:====&lt;br /&gt;
*The name of the name of the submodel the first end is connected to.&lt;br /&gt;
*Note that the arc will &#039;&#039;not&#039;&#039; move along with a submodel while it is animating (but it will be initially created in the correct position). In the case of an animating submodel, it is recommended to use very short durations/frequencies.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Position 1:====&lt;br /&gt;
*The position on the ship this end is attached to, relative to the origin of the entire ship.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
====+Submodel 2:====&lt;br /&gt;
====+Position 2:====&lt;br /&gt;
*The same as the above for the other end of the arc.&lt;br /&gt;
====+Duration:====&lt;br /&gt;
*How long the arc persists while active.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Frequency:====&lt;br /&gt;
*How long after creating an arc it should wait before creating another.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
====+Primary color 1:====&lt;br /&gt;
*The first primary color of the arc, chosen randomly between color 1 and 2.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255&lt;br /&gt;
====+Primary color 2:====&lt;br /&gt;
*The second primary color of the arc, chosen randomly between color 1 and 2.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255&lt;br /&gt;
====+Secondary color:====&lt;br /&gt;
*The secondary color of the arc. This is the inner color, usually close to white.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations, replacing the subsystem-based definitions&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animation Moveables:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Like $Animations: but for specific in-mission adjustable moveable animations.&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the moveable animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this ship class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Ship Class to find the CustomData Lua Table.&lt;br /&gt;
====+Val:====&lt;br /&gt;
&lt;br /&gt;
Specifies a custom data value and its name, in the format&lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&lt;br /&gt;
&lt;br /&gt;
===$Subsystem&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;===&lt;br /&gt;
:&#039;&#039;Main article: [[Subsystem]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible for the player to fly the ship&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one &#039;&#039;&#039;ship type&#039;&#039;&#039; flag per table entry&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;support&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
*Only one such vessel can be defined per species&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
*By default, the ship&#039;s subsystems are scannable (this can be overridden by mission designers)&lt;br /&gt;
*The ship will warp out without ramping up to warpout speed&lt;br /&gt;
*When using the &amp;quot;Knossos&amp;quot; warpout, this ship will aim for the center of the portal&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;super cap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
*The following things are true for all ships with this flag:&lt;br /&gt;
**When hit by debris, damage dealt by the collision is capped to between 10 and 20% of the ship&#039;s health maximum (determined randomly for each collision)&lt;br /&gt;
**All damage dealt by weapons without the corresponding supercap flag from weapons.tbl will be reduced by 75%&lt;br /&gt;
**In addition, once the ship is at or below 75% health, damage from non-supercap weapons is completely negated&lt;br /&gt;
**Do note that shockwave damage, regardless of origin, is not subject to these rules unless the &amp;quot;$Weapon shockwave damage respects huge ship flags:&amp;quot; setting in game_settings.tbl is set to true&lt;br /&gt;
**Ship subsystems are scannable by default (can be overridden by mission designers)&lt;br /&gt;
**The ship does not need to ramp up to warpout speed before entering subspace&lt;br /&gt;
**When using the &amp;quot;Knossos&amp;quot; warpout, the ship will aim for a departure point at the center of the Knossos portal&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;escape pod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot;====&lt;br /&gt;
*Alternate name for the &amp;quot;Knossos device&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does ???&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another ship. For ships which have this flag and are a hash-variant of another ship (like &#039;&#039;&#039;SF Dragon&#039;&#039;&#039; and &#039;&#039;&#039;SF Dragon#2 (Weakened)&#039;&#039;&#039;), the ship copy will be listed on the scoreboard as the original ship. This only affects the listing, not the score.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collideable (For example, a hangar entrace)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in any of the FRED dropdown lists for ship classes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed, game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player&#039;s ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Creates a HUD icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables ship to use the firing points&#039; normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pain flash&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Prevents pain flash from being shown when ship is hit}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dynamic primary linking&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Allows this ship use the primary firepoint cycling code.  With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis.  So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no ets&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
Sets ship class to have no ETS}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lighting&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Ship will not receive lighting calculations}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;auto spread shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Causes the ship&#039;s shield mesh (if any) to be ignored and a shield of a given thickness to be automatically projected around the ship&#039;s hull. Weapons will impact the ship&#039;s shields at a distance equal to the shield thickness defined in [[Ships.tbl#.2BAuto_Spread:|#.2BAuto_Spread:]], but not before the weapon itself has travelled at least a distance equal to that. Note that impact effects normally projected onto the shield mesh will not work.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;model point shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Instead of the standard 4 shield quadrants, the ship uses an arbitrary number of shield sections which must have been defined in the model file, see [[Model Point Shields]]. If used on a player ship, you must also define [[Ships.tbl#.24Model_Point_Shield_Controls:|$Model_Point_Shield_Controls:]] to allow the shield augmentation controls to be used.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;repair disabled subsystems&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Destroyed subsystems will auto-repair, provided [[Ships.tbl#.24Subsystem_Repair_Rate:|$Subsystem Repair Rate:]] is greater than 0. }}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;large ship deathroll&amp;quot;===&lt;br /&gt;
{{Table210|&lt;br /&gt;
Causes the ship to deathroll like a fighter, even if it is big or huge (which is disabled by default). Note that their deathroll intensity is scaled down by being larger size. }}&lt;br /&gt;
&lt;br /&gt;
==Wing Formations==&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Provides a unique name for the formation, followed by the list of positions occupied by each member of the wing relative to their leader. The leader is always at 0,0,0 and is omitted, so the first position is the second in the wing, and second is the third in the wing, etc. Each formation must contain all 5 positions.&lt;br /&gt;
*NOTE: FSO automatically scales these these positions by the ship&#039;s size, so the table values will be very small. You can see the retail formation&#039;s values below for reference.&lt;br /&gt;
*Syntax: (a list of 5 &#039;&#039;&#039;&#039;&#039;Vectors&#039;&#039;&#039;&#039;&#039;), each has three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Wing Formations&lt;br /&gt;
&lt;br /&gt;
$Name: Default&lt;br /&gt;
((-0.39, 0.20, -0.59)&lt;br /&gt;
 ( 0.39, 0.20, -0.59)&lt;br /&gt;
 (-0.78, 0.39, -1.18) &lt;br /&gt;
 ( 0.00, 0.39, -1.18)&lt;br /&gt;
 ( 0.78, 0.39, -1.18)) &lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF File:                   fighter01.pof&lt;br /&gt;
$Detail Distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show Damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation Time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward Accel:              2.0&lt;br /&gt;
$Forward Decel:              1.5&lt;br /&gt;
$Slide Accel:                0.0&lt;br /&gt;
$Slide Decel:                0.0&lt;br /&gt;
$Expl Inner Rad:             25.0&lt;br /&gt;
$Expl Outer Rad:             55.0&lt;br /&gt;
$Expl Damage:                15.0&lt;br /&gt;
$Expl Blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan Time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_Pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_Zoom:               0.5&lt;br /&gt;
$Shield_Icon:                shield-f01&lt;br /&gt;
$Ship_Icon:                  iconfighter01&lt;br /&gt;
$Ship_Anim:                  ssfighter01&lt;br /&gt;
$Ship_Overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>DefCynodont119</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTSC_Faustus&amp;diff=64047</id>
		<title>GTSC Faustus</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTSC_Faustus&amp;diff=64047"/>
		<updated>2022-10-24T17:04:19Z</updated>

		<summary type="html">&lt;p&gt;DefCynodont119: /* Modding Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
The &#039;&#039;&#039;GTSC &#039;&#039;Faustus&#039;&#039;&#039;&#039;&#039; is a [[Terrans|Terran-designed]] science ship. It is one of the oldest ships serving the [[Galactic Terran-Vasudan Alliance|Allied]] fleet, originally commissioned by the [[Galactic Terran Alliance|GTA]] after the start of the [[Terran-Vasudan War]]. The &#039;&#039;Faustus&#039;&#039; served the GTA until 2345, and the GTVA from 2345 till the end of the [[Second Shivan Incursion]] in 2367.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Faustus&#039;&#039; is an extremely fragile ship, with six low-damage turrets and barely enough hull plating to ward off even a single wave of fighters. This, combined with its tremendous logistical value, means that the &#039;&#039;Faustus&#039;&#039; is never seen near a battlefield except under the most desperate of circumstances or the best of reasons.&lt;br /&gt;
&lt;br /&gt;
During the [[NTF Rebellion]], at least one &#039;&#039;Faustus&#039;&#039; was known to have defected to the [[Neo-Terran Front]].&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
{{shipimage|image=[[Image:Gtscfaustus-old.jpg]]|caption=The GTSC Faustus}}&lt;br /&gt;
===FS1 Tech Room Description===&lt;br /&gt;
The Faustus Science vessel was, and still is, a civilian craft. However, in the 14 years since the Terran-Vasudan war began, more and more of these were commissioned by the GTA in order to pursue military research.  However, its obvious value, poor fighting capabilities, and lack of speed make it a prime target for enemy ships; hence, you will rarely find many of these anywhere near the front lines of battle.&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The GTSC Faustus is primarily a class of civilian research vessels. During times of peace, they serve as mobile laboratories for scientists in many disciplines. During wartime, however, Faustus vessels are commandeered by the military, mostly for weapons research. It was on a Faustus ship, during the Great War, that Shivan shield technology was first reverse-engineered from a captured Shivan fighter. Faustus vessels have poor armor and only a few weak turrets for defense. Only desperate circumstances find a Faustus anywhere near the front lines.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===Command Brief Animation===&lt;br /&gt;
[[Image:CB einstein 145 M.png|The GTSc Faustus schematic in a CB Animation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Name origin===&lt;br /&gt;
In Latin, &#039;&#039;faustus&#039;&#039; means &amp;quot;auspicious&amp;quot; or &amp;quot;lucky.&amp;quot; In classical German legend, Faust is a character who makes pact with the Devil. Faust&#039;s character is assumed to have been based on Dr. Johann Georg (1480 &amp;amp;ndash; 1540) , a German magician and alchemist.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Science vessel|N/A|N/A|120.0, 120.0, 100.0|25.0 - 35.0|N/A|N/A|3 000|N/A|162}}&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 Turret Weak]]&lt;br /&gt;
| 3&lt;br /&gt;
| [[Terran Turret Weak]]&lt;br /&gt;
| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[GTW ML-16|ML-16 Laser]]&lt;br /&gt;
| 3&lt;br /&gt;
| [[GTW Subach HL-7|Subach HL-7]]&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Modding Resources==&lt;br /&gt;
{{shipimage|image=[[Image:NuFaustus.jpg|300px|]]|caption=The GTSC Faustus in FS2_Open 21.4.0}} {{shipimage|image=[[Image:Gtscfaustus.jpg|200px|]]|caption=The GTSC Faustus in FS2_Open 3.6.10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Retail&#039;&#039;&#039;:&lt;br /&gt;
:$POF File: ???&lt;br /&gt;
:Textures: ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MediaVP 3.6.10&#039;&#039;&#039;:&lt;br /&gt;
:$POF File: ???&lt;br /&gt;
:Textures: ???&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
History&amp;lt;br&amp;gt;&lt;br /&gt;
Proposed by: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
First WIP Post: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
First In-Game Model: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
Completed In-Game Model: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
Final Corrections: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{shipimage|image=[[Image:PoorlyDrawnFaustus.JPG|200px|]]|caption=An example of one of the 106 artistic renditions of the Faustus that were made by HLP forum user DefCynodont in the lead up to the 4.6 MVPs release.}}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&lt;br /&gt;
&#039;&#039;This ship is less well armored than the [[GTT Elysium]] while having a much bigger target profile, and also has horrible turret placement. There&#039;s really nothing tactically viable about this ship, so don&#039;t ever treat it like it is. When escorting, this should be at the top of your priority list, because a couple of [[GTM Cyclops|Cyclops torpedoes]] will take this brick down.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Using bombs on a Faustus is wasted effort. It might just shoot them down, blobs are good at that, and killing it with primaries is simple enough. But in special cases, NEVER get near a Faustus; its windmill blades will mash you up!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It&#039;s worth noting that, in the armament respect, the FS2 Faustus is far superior, because it has [[Subach HL-7|Subachs]] instead of useless ML-16s&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Faustus also has fighter bay paths, allowing you to launch fighters from it in FRED.  These were added to allow the Faustus to launch the [[FreeSpace_1_Terran_Ship_Database#GTSC_Plato|Plato]]&#039;s escape pod in [[Out of the Dark, Into the Night]].  They were later re-used in [[Silent Threat]] to launch the [[FreeSpace_1_Terran_Ship_Database#GTSC_Einstein|Einstein]]&#039;s escape pods in [[The Pursuit]].  (It&#039;s worth noting that the capability to launch fighters only requires fighterbay paths, and not necessarily a fighterbay subsystem.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It should be noted that the Faustus&#039; armament is asymmetrical. One of the turrets has the ability to fire missiles ([[Rockeyes]] and [[Tempests]] in FS2) &#039;&#039;&#039;and&#039;&#039;&#039; lasers ([[Terran Turret Weak]] and [[Akheton SDG]]) simultaneously, something which few turrets even on larger ships are capable of.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>DefCynodont119</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTSC_Faustus&amp;diff=64046</id>
		<title>GTSC Faustus</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTSC_Faustus&amp;diff=64046"/>
		<updated>2022-10-24T17:01:33Z</updated>

		<summary type="html">&lt;p&gt;DefCynodont119: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
The &#039;&#039;&#039;GTSC &#039;&#039;Faustus&#039;&#039;&#039;&#039;&#039; is a [[Terrans|Terran-designed]] science ship. It is one of the oldest ships serving the [[Galactic Terran-Vasudan Alliance|Allied]] fleet, originally commissioned by the [[Galactic Terran Alliance|GTA]] after the start of the [[Terran-Vasudan War]]. The &#039;&#039;Faustus&#039;&#039; served the GTA until 2345, and the GTVA from 2345 till the end of the [[Second Shivan Incursion]] in 2367.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Faustus&#039;&#039; is an extremely fragile ship, with six low-damage turrets and barely enough hull plating to ward off even a single wave of fighters. This, combined with its tremendous logistical value, means that the &#039;&#039;Faustus&#039;&#039; is never seen near a battlefield except under the most desperate of circumstances or the best of reasons.&lt;br /&gt;
&lt;br /&gt;
During the [[NTF Rebellion]], at least one &#039;&#039;Faustus&#039;&#039; was known to have defected to the [[Neo-Terran Front]].&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
{{shipimage|image=[[Image:Gtscfaustus-old.jpg]]|caption=The GTSC Faustus}}&lt;br /&gt;
===FS1 Tech Room Description===&lt;br /&gt;
The Faustus Science vessel was, and still is, a civilian craft. However, in the 14 years since the Terran-Vasudan war began, more and more of these were commissioned by the GTA in order to pursue military research.  However, its obvious value, poor fighting capabilities, and lack of speed make it a prime target for enemy ships; hence, you will rarely find many of these anywhere near the front lines of battle.&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The GTSC Faustus is primarily a class of civilian research vessels. During times of peace, they serve as mobile laboratories for scientists in many disciplines. During wartime, however, Faustus vessels are commandeered by the military, mostly for weapons research. It was on a Faustus ship, during the Great War, that Shivan shield technology was first reverse-engineered from a captured Shivan fighter. Faustus vessels have poor armor and only a few weak turrets for defense. Only desperate circumstances find a Faustus anywhere near the front lines.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===Command Brief Animation===&lt;br /&gt;
[[Image:CB einstein 145 M.png|The GTSc Faustus schematic in a CB Animation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Name origin===&lt;br /&gt;
In Latin, &#039;&#039;faustus&#039;&#039; means &amp;quot;auspicious&amp;quot; or &amp;quot;lucky.&amp;quot; In classical German legend, Faust is a character who makes pact with the Devil. Faust&#039;s character is assumed to have been based on Dr. Johann Georg (1480 &amp;amp;ndash; 1540) , a German magician and alchemist.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Science vessel|N/A|N/A|120.0, 120.0, 100.0|25.0 - 35.0|N/A|N/A|3 000|N/A|162}}&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 Turret Weak]]&lt;br /&gt;
| 3&lt;br /&gt;
| [[Terran Turret Weak]]&lt;br /&gt;
| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[GTW ML-16|ML-16 Laser]]&lt;br /&gt;
| 3&lt;br /&gt;
| [[GTW Subach HL-7|Subach HL-7]]&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Modding Resources==&lt;br /&gt;
{{shipimage|image=[[Image:NuFaustus.jpg|300px|]]|caption=The GTSC Faustus in FS2_Open 21.4.0}} {{shipimage|image=[[Image:Gtscfaustus.jpg|200px|]]|caption=The GTSC Faustus in FS2_Open 3.6.10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Retail&#039;&#039;&#039;:&lt;br /&gt;
:$POF File: ???&lt;br /&gt;
:Textures: ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MediaVP 3.6.10&#039;&#039;&#039;:&lt;br /&gt;
:$POF File: ???&lt;br /&gt;
:Textures: ???&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
History&amp;lt;br&amp;gt;&lt;br /&gt;
Proposed by: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
First WIP Post: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
First In-Game Model: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
Completed In-Game Model: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
Final Corrections: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{shipimage|image=[[Image:PoorlyDrawnFaustus.JPG|200px|]]|caption=An example of one of the 106 artistic renditions of the Faustus that was made by HLP forum user DefCynodont in the lead up to the 4.6 MVPs release.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&lt;br /&gt;
&#039;&#039;This ship is less well armored than the [[GTT Elysium]] while having a much bigger target profile, and also has horrible turret placement. There&#039;s really nothing tactically viable about this ship, so don&#039;t ever treat it like it is. When escorting, this should be at the top of your priority list, because a couple of [[GTM Cyclops|Cyclops torpedoes]] will take this brick down.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Using bombs on a Faustus is wasted effort. It might just shoot them down, blobs are good at that, and killing it with primaries is simple enough. But in special cases, NEVER get near a Faustus; its windmill blades will mash you up!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It&#039;s worth noting that, in the armament respect, the FS2 Faustus is far superior, because it has [[Subach HL-7|Subachs]] instead of useless ML-16s&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Faustus also has fighter bay paths, allowing you to launch fighters from it in FRED.  These were added to allow the Faustus to launch the [[FreeSpace_1_Terran_Ship_Database#GTSC_Plato|Plato]]&#039;s escape pod in [[Out of the Dark, Into the Night]].  They were later re-used in [[Silent Threat]] to launch the [[FreeSpace_1_Terran_Ship_Database#GTSC_Einstein|Einstein]]&#039;s escape pods in [[The Pursuit]].  (It&#039;s worth noting that the capability to launch fighters only requires fighterbay paths, and not necessarily a fighterbay subsystem.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It should be noted that the Faustus&#039; armament is asymmetrical. One of the turrets has the ability to fire missiles ([[Rockeyes]] and [[Tempests]] in FS2) &#039;&#039;&#039;and&#039;&#039;&#039; lasers ([[Terran Turret Weak]] and [[Akheton SDG]]) simultaneously, something which few turrets even on larger ships are capable of.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>DefCynodont119</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTSC_Faustus&amp;diff=64045</id>
		<title>GTSC Faustus</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTSC_Faustus&amp;diff=64045"/>
		<updated>2022-10-24T16:52:54Z</updated>

		<summary type="html">&lt;p&gt;DefCynodont119: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
The &#039;&#039;&#039;GTSC &#039;&#039;Faustus&#039;&#039;&#039;&#039;&#039; is a [[Terrans|Terran-designed]] science ship. It is one of the oldest ships serving the [[Galactic Terran-Vasudan Alliance|Allied]] fleet, originally commissioned by the [[Galactic Terran Alliance|GTA]] after the start of the [[Terran-Vasudan War]]. The &#039;&#039;Faustus&#039;&#039; served the GTA until 2345, and the GTVA from 2345 till the end of the [[Second Shivan Incursion]] in 2367.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Faustus&#039;&#039; is an extremely fragile ship, with six low-damage turrets and barely enough hull plating to ward off even a single wave of fighters. This, combined with its tremendous logistical value, means that the &#039;&#039;Faustus&#039;&#039; is never seen near a battlefield except under the most desperate of circumstances or the best of reasons.&lt;br /&gt;
&lt;br /&gt;
During the [[NTF Rebellion]], at least one &#039;&#039;Faustus&#039;&#039; was known to have defected to the [[Neo-Terran Front]].&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
{{shipimage|image=[[Image:Gtscfaustus-old.jpg]]|caption=The GTSC Faustus}}&lt;br /&gt;
===FS1 Tech Room Description===&lt;br /&gt;
The Faustus Science vessel was, and still is, a civilian craft. However, in the 14 years since the Terran-Vasudan war began, more and more of these were commissioned by the GTA in order to pursue military research.  However, its obvious value, poor fighting capabilities, and lack of speed make it a prime target for enemy ships; hence, you will rarely find many of these anywhere near the front lines of battle.&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The GTSC Faustus is primarily a class of civilian research vessels. During times of peace, they serve as mobile laboratories for scientists in many disciplines. During wartime, however, Faustus vessels are commandeered by the military, mostly for weapons research. It was on a Faustus ship, during the Great War, that Shivan shield technology was first reverse-engineered from a captured Shivan fighter. Faustus vessels have poor armor and only a few weak turrets for defense. Only desperate circumstances find a Faustus anywhere near the front lines.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===Command Brief Animation===&lt;br /&gt;
[[Image:CB einstein 145 M.png|The GTSc Faustus schematic in a CB Animation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Name origin===&lt;br /&gt;
In Latin, &#039;&#039;faustus&#039;&#039; means &amp;quot;auspicious&amp;quot; or &amp;quot;lucky.&amp;quot; In classical German legend, Faust is a character who makes pact with the Devil. Faust&#039;s character is assumed to have been based on Dr. Johann Georg (1480 &amp;amp;ndash; 1540) , a German magician and alchemist.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Science vessel|N/A|N/A|120.0, 120.0, 100.0|25.0 - 35.0|N/A|N/A|3 000|N/A|162}}&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 Turret Weak]]&lt;br /&gt;
| 3&lt;br /&gt;
| [[Terran Turret Weak]]&lt;br /&gt;
| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[GTW ML-16|ML-16 Laser]]&lt;br /&gt;
| 3&lt;br /&gt;
| [[GTW Subach HL-7|Subach HL-7]]&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Modding Resources==&lt;br /&gt;
{{shipimage|image=[[Image:NuFaustus.jpg|400px|]]|caption=The GTSC Faustus in FS2_Open 21.4.0}}&lt;br /&gt;
{{shipimage|image=[[Image:Gtscfaustus.jpg|400px|right|]]|caption=The GTSC Faustus in FS2_Open 3.6.10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{shipimage|image=[[Image:PoorlyDrawnFaustus.JPG|300px|left|]]|caption=An example of one of the 106 artistic renditions of the Faustus that was made by HLP forum user DefCynodont in the lead up to the 4.6 MVPs release.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Retail&#039;&#039;&#039;:&lt;br /&gt;
:$POF File: ???&lt;br /&gt;
:Textures: ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MediaVP 3.6.10&#039;&#039;&#039;:&lt;br /&gt;
:$POF File: ???&lt;br /&gt;
:Textures: ???&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
History&amp;lt;br&amp;gt;&lt;br /&gt;
Proposed by: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
First WIP Post: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
First In-Game Model: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
Completed In-Game Model: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
Final Corrections: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&lt;br /&gt;
&#039;&#039;This ship is less well armored than the [[GTT Elysium]] while having a much bigger target profile, and also has horrible turret placement. There&#039;s really nothing tactically viable about this ship, so don&#039;t ever treat it like it is. When escorting, this should be at the top of your priority list, because a couple of [[GTM Cyclops|Cyclops torpedoes]] will take this brick down.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Using bombs on a Faustus is wasted effort. It might just shoot them down, blobs are good at that, and killing it with primaries is simple enough. But in special cases, NEVER get near a Faustus; its windmill blades will mash you up!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It&#039;s worth noting that, in the armament respect, the FS2 Faustus is far superior, because it has [[Subach HL-7|Subachs]] instead of useless ML-16s&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Faustus also has fighter bay paths, allowing you to launch fighters from it in FRED.  These were added to allow the Faustus to launch the [[FreeSpace_1_Terran_Ship_Database#GTSC_Plato|Plato]]&#039;s escape pod in [[Out of the Dark, Into the Night]].  They were later re-used in [[Silent Threat]] to launch the [[FreeSpace_1_Terran_Ship_Database#GTSC_Einstein|Einstein]]&#039;s escape pods in [[The Pursuit]].  (It&#039;s worth noting that the capability to launch fighters only requires fighterbay paths, and not necessarily a fighterbay subsystem.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It should be noted that the Faustus&#039; armament is asymmetrical. One of the turrets has the ability to fire missiles ([[Rockeyes]] and [[Tempests]] in FS2) &#039;&#039;&#039;and&#039;&#039;&#039; lasers ([[Terran Turret Weak]] and [[Akheton SDG]]) simultaneously, something which few turrets even on larger ships are capable of.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>DefCynodont119</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTSC_Faustus&amp;diff=64044</id>
		<title>GTSC Faustus</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTSC_Faustus&amp;diff=64044"/>
		<updated>2022-10-24T16:38:05Z</updated>

		<summary type="html">&lt;p&gt;DefCynodont119: /* Modding Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
The &#039;&#039;&#039;GTSC &#039;&#039;Faustus&#039;&#039;&#039;&#039;&#039; is a [[Terrans|Terran-designed]] science ship. It is one of the oldest ships serving the [[Galactic Terran-Vasudan Alliance|Allied]] fleet, originally commissioned by the [[Galactic Terran Alliance|GTA]] after the start of the [[Terran-Vasudan War]]. The &#039;&#039;Faustus&#039;&#039; served the GTA until 2345, and the GTVA from 2345 till the end of the [[Second Shivan Incursion]] in 2367.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Faustus&#039;&#039; is an extremely fragile ship, with six low-damage turrets and barely enough hull plating to ward off even a single wave of fighters. This, combined with its tremendous logistical value, means that the &#039;&#039;Faustus&#039;&#039; is never seen near a battlefield except under the most desperate of circumstances or the best of reasons.&lt;br /&gt;
&lt;br /&gt;
During the [[NTF Rebellion]], at least one &#039;&#039;Faustus&#039;&#039; was known to have defected to the [[Neo-Terran Front]].&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
{{shipimage|image=[[Image:Gtscfaustus-old.jpg]]|caption=The GTSC Faustus}}&lt;br /&gt;
===FS1 Tech Room Description===&lt;br /&gt;
The Faustus Science vessel was, and still is, a civilian craft. However, in the 14 years since the Terran-Vasudan war began, more and more of these were commissioned by the GTA in order to pursue military research.  However, its obvious value, poor fighting capabilities, and lack of speed make it a prime target for enemy ships; hence, you will rarely find many of these anywhere near the front lines of battle.&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The GTSC Faustus is primarily a class of civilian research vessels. During times of peace, they serve as mobile laboratories for scientists in many disciplines. During wartime, however, Faustus vessels are commandeered by the military, mostly for weapons research. It was on a Faustus ship, during the Great War, that Shivan shield technology was first reverse-engineered from a captured Shivan fighter. Faustus vessels have poor armor and only a few weak turrets for defense. Only desperate circumstances find a Faustus anywhere near the front lines.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===Command Brief Animation===&lt;br /&gt;
[[Image:CB einstein 145 M.png|The GTSc Faustus schematic in a CB Animation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Name origin===&lt;br /&gt;
In Latin, &#039;&#039;faustus&#039;&#039; means &amp;quot;auspicious&amp;quot; or &amp;quot;lucky.&amp;quot; In classical German legend, Faust is a character who makes pact with the Devil. Faust&#039;s character is assumed to have been based on Dr. Johann Georg (1480 &amp;amp;ndash; 1540) , a German magician and alchemist.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Science vessel|N/A|N/A|120.0, 120.0, 100.0|25.0 - 35.0|N/A|N/A|3 000|N/A|162}}&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 Turret Weak]]&lt;br /&gt;
| 3&lt;br /&gt;
| [[Terran Turret Weak]]&lt;br /&gt;
| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[GTW ML-16|ML-16 Laser]]&lt;br /&gt;
| 3&lt;br /&gt;
| [[GTW Subach HL-7|Subach HL-7]]&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Modding Resources==&lt;br /&gt;
{{shipimage|image=[[Image:NuFaustus.jpg]]|caption=The GTSC Faustus in FS2_Open 21.4.0}}&lt;br /&gt;
{{shipimage|image=[[Image:Gtscfaustus.jpg]]|caption=The GTSC Faustus in FS2_Open 3.6.10}}&lt;br /&gt;
{{shipimage|image=[[Image:PoorlyDrawnFaustus.JPG]]|caption=An example of one of the 106 artistic renditions of the Faustus that was made by HLP forum user DefCynodont in the lead up to the 4.6 MVPs release.}}&lt;br /&gt;
&#039;&#039;&#039;Retail&#039;&#039;&#039;:&lt;br /&gt;
:$POF File: ???&lt;br /&gt;
:Textures: ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MediaVP 3.6.10&#039;&#039;&#039;:&lt;br /&gt;
:$POF File: ???&lt;br /&gt;
:Textures: ???&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
History&amp;lt;br&amp;gt;&lt;br /&gt;
Proposed by: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
First WIP Post: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
First In-Game Model: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
Completed In-Game Model: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
Final Corrections: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&lt;br /&gt;
&#039;&#039;This ship is less well armored than the [[GTT Elysium]] while having a much bigger target profile, and also has horrible turret placement. There&#039;s really nothing tactically viable about this ship, so don&#039;t ever treat it like it is. When escorting, this should be at the top of your priority list, because a couple of [[GTM Cyclops|Cyclops torpedoes]] will take this brick down.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Using bombs on a Faustus is wasted effort. It might just shoot them down, blobs are good at that, and killing it with primaries is simple enough. But in special cases, NEVER get near a Faustus; its windmill blades will mash you up!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It&#039;s worth noting that, in the armament respect, the FS2 Faustus is far superior, because it has [[Subach HL-7|Subachs]] instead of useless ML-16s&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Faustus also has fighter bay paths, allowing you to launch fighters from it in FRED.  These were added to allow the Faustus to launch the [[FreeSpace_1_Terran_Ship_Database#GTSC_Plato|Plato]]&#039;s escape pod in [[Out of the Dark, Into the Night]].  They were later re-used in [[Silent Threat]] to launch the [[FreeSpace_1_Terran_Ship_Database#GTSC_Einstein|Einstein]]&#039;s escape pods in [[The Pursuit]].  (It&#039;s worth noting that the capability to launch fighters only requires fighterbay paths, and not necessarily a fighterbay subsystem.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It should be noted that the Faustus&#039; armament is asymmetrical. One of the turrets has the ability to fire missiles ([[Rockeyes]] and [[Tempests]] in FS2) &#039;&#039;&#039;and&#039;&#039;&#039; lasers ([[Terran Turret Weak]] and [[Akheton SDG]]) simultaneously, something which few turrets even on larger ships are capable of.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>DefCynodont119</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=File:PoorlyDrawnFaustus.JPG&amp;diff=64043</id>
		<title>File:PoorlyDrawnFaustus.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=File:PoorlyDrawnFaustus.JPG&amp;diff=64043"/>
		<updated>2022-10-24T16:35:03Z</updated>

		<summary type="html">&lt;p&gt;DefCynodont119: An example of one of the 106 artistic renditions of the Faustus that was made by HLP forum user DefCynodont in the lead up to the 4.6 MVPs release.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
An example of one of the 106 artistic renditions of the Faustus that was made by HLP forum user DefCynodont in the lead up to the 4.6 MVPs release.&lt;/div&gt;</summary>
		<author><name>DefCynodont119</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=File:NuFaustus.jpg&amp;diff=64042</id>
		<title>File:NuFaustus.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=File:NuFaustus.jpg&amp;diff=64042"/>
		<updated>2022-10-24T16:20:36Z</updated>

		<summary type="html">&lt;p&gt;DefCynodont119: The GTSC Faustus, as it is seen in FS2_Open 21.4.0.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The GTSC Faustus, as it is seen in FS2_Open 21.4.0.&lt;/div&gt;</summary>
		<author><name>DefCynodont119</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Subsystem&amp;diff=63700</id>
		<title>Subsystem</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Subsystem&amp;diff=63700"/>
		<updated>2022-02-28T01:19:22Z</updated>

		<summary type="html">&lt;p&gt;DefCynodont119: fixed incorrect syntax for AWACS table entry.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Fileversion|7119}}&lt;br /&gt;
&lt;br /&gt;
*All subsystems ship can have must be defined in ships model file (.pof).&lt;br /&gt;
*See [[Subobject_and_subsystem_properties|Subobject and subsystem properties]] for information about what subsystems the game has defined meaning for.&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*[[Animation_Code|Animation Code]] can be applied to the subsystems that consist of submodels, like multi-part turrets.&lt;br /&gt;
{{Table220|&lt;br /&gt;
&#039;&#039;&#039;DEPRECATED&#039;&#039;&#039;: Unless setting initial orientation of multipart turrets, consider using the [[Animation.tbl]] in combination with [[Ships.tbl#.24Animations:|$Animations:]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==$Subsystem:==&lt;br /&gt;
*The name of the subsystem as defined in .pof file, % of ship&#039;s total hitpoints the subsystem has and rotation time (360 degrees) for multi-part turrets. Note: Assigning zero to the %-hitpoint entry causes the subsystem to be without hitpoints, like fighterbays on some capital ships.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, name of the subsystem followed by the subsystem hitpoints as % of ships hitpoints and seconds per 360 degree turn. Subsystem name must be the same as described in model file (.pof).&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entries can be left empty in which case game uses default values}}&lt;br /&gt;
**Example: communications, 5, 0.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Subsystem Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternate name for the subsystem. This name is shown for example in the targeting window when subsystem is targeted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Option to use pipe character &#039;&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;&#039; to force line breaks into the alt subsystem name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Damage Popup Subsystem Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate name for the subsystem when it is displayed on the &#039;&#039;&#039;damaged systems&#039;&#039;&#039; popup.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* &#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the subsystem. If subsystem armor type is not defined ships armor type is used instead.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default PBanks:===&lt;br /&gt;
*Defines default primary weapon for the turret&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039; )&lt;br /&gt;
**Example: ( &#039;&#039;&amp;quot;Subach HL-7&amp;quot;&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$PBank Capacity:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of turrets ballistic primary weapon.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; )}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default SBanks:===&lt;br /&gt;
*Defines default secondary weapon for the turret&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$SBank Capacity:===&lt;br /&gt;
*Defines ammunition capacity of turrets secondary weapon.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Engine Wash:===&lt;br /&gt;
*All engines may use information concerning the engine wash. Engine washes are usually used only with larger vessels.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in Engine Wash section in [[ships.tbl]]&lt;br /&gt;
**Example: &#039;&#039;Default1000&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AliveSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies a sound to play from the subsystem while it is not destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$DeadSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies a sound to play from the subsystem while it is destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$RotationSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Can be used to define a sound that is played when this subsystem rotates.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Turret Base RotationSnd:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the sound which is played when the turrets base rotates&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Gun RotationSnd:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the sound which is played when the turrets guns change their elevation&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret BaseSnd Volume:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier for the sound volume for turret base rotations&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret GunSnd Volume:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier for the sound volume for turret guns change their elevation&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AWACS:===&lt;br /&gt;
*Sets this subsystem&#039;s effective AWACS range. (AWACS reveals stealthed ships, cuts through nebula fog.)&lt;br /&gt;
*Syntax: intensity, &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, and radius, &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, - intensity is an ignored but required field. - radius is the maximum range of the AWACS.&lt;br /&gt;
&lt;br /&gt;
===$Scan time:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Scan time for this subsystem.  If this is not set, the scan time for the ship is used for the subsystem&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; in milliseconds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Maximum Barrel Elevation:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum barrel elevation for the turret&lt;br /&gt;
*Basically &#039;inverse FOV&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, from 0 to 90}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Base FOV:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the FOV of the turret&#039;s base.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, from 0 to 359}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Reset Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time after losing the target before the turret begins to reset itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, in milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Optimum Range:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the optimum range for the turret&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Direction Preference:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the turrets preference to keep targeting targets based how far the turret should turn instead of nearest target&lt;br /&gt;
*The higher the value the higher the preference to keep targeting targets close to previous targets direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, from 0 to 100, 0 disables the preference setup}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the target priorities, and their order for the turret&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turrets per Bomb:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Limits the number of turrets that can be targeting the same bomb.&lt;br /&gt;
*When this is set, when this turret tries to target a bomb, it will check to see how many turrets are already targeting it and only choose it as a target if there are less than this number.&lt;br /&gt;
*This allows control over the default behavior, where every turret will fire at the leading bomb.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Max Turrets per Target:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Limits the number of turrets that can be targeting the same target.&lt;br /&gt;
*&#039;&#039;&#039;ONLY AFFECTS SMALL TARGETS&#039;&#039;&#039; such as fighters and bombers. This limit does &#039;&#039;&#039;NOT&#039;&#039;&#039; apply vs large ships.&lt;br /&gt;
*When this is set, when this turret tries to target a ship, it will check to see how many turrets are already targeting it and only choose it as a target if there are less than this number.&lt;br /&gt;
*This helps turrets spread their efforts out among multiple targets. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ROF:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the modifier applied to the turret rate of fire (ROF).&lt;br /&gt;
&lt;br /&gt;
====+Use firingpoints====&lt;br /&gt;
*Modifies (multiplies) the rate of fire by the number of firingpoints the turret has.&lt;br /&gt;
&lt;br /&gt;
====+Multiplier:====&lt;br /&gt;
*Checked only if &#039;&#039;+Use firingpoints&#039;&#039; has not been defined&lt;br /&gt;
*If set to larger than 0 the value acts as multiplier&lt;br /&gt;
*If set to 1.0 the feature is disabled&lt;br /&gt;
*If set to equal to or smaller than 0 it as if &#039;&#039;+Use firingpoints&#039;&#039; option would have been enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be used to sets additional subsystem related properties&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039; )&lt;br /&gt;
*List of available flags:&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;untargetable&amp;quot;====&lt;br /&gt;
*Subsystem cannot be targeted&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;carry no damage&amp;quot;====&lt;br /&gt;
*Damage caused to the subsystem will not carry over to the parent ship&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;use multiple guns&amp;quot;====&lt;br /&gt;
*Enables the turret to fire all equipped weapons, picking a not-in-use firing point at each trigger. Not to be confused with &#039;Salvo mode&#039;.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fire down normals&amp;quot;====&lt;br /&gt;
*Forces the turret to fire along the turret normals - regardless of the swarm setting.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;check hull&amp;quot;====&lt;br /&gt;
*Forces the firing turret to check against the parent model if valid line of sight exists between the firingpoint and the target.}}&lt;br /&gt;
&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====&amp;quot;fixed firingpoints&amp;quot;====&lt;br /&gt;
*Forces the firing turret to retain the firingpoints of their weapons: if the turret has multiple banks, the first bank will only fire from the first firepoint, the second bank only from the second firepoint, and so on. Maximum number of weapons is the same as maximum number of weapons in turret (3 primary, 4 secondary)&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;salvo mode&amp;quot;====&lt;br /&gt;
*Forces the firing turret to use only the first weapon defined for it but fires it simultaneously from all the firing points. Not to be confused with &#039;use multiple guns&#039;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no subsystem targeting&amp;quot;====&lt;br /&gt;
*Prevents the firing turret from targeting targets subsystems - instead forces the turret to fire randomly at the targets hull.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fire on target&amp;quot;====&lt;br /&gt;
*Prevents the turret from firing unless the turret barrels (firingpoints) and targets are aligned.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;reset when idle&amp;quot;====&lt;br /&gt;
*Forces the turret to reset to its initial position if it has no targets.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;carry shockwave&amp;quot;====&lt;br /&gt;
*Forces the turret to carry damage caused by shockwaves to the hull regardless of other flags.}}&lt;br /&gt;
&lt;br /&gt;
{{Table3613|&lt;br /&gt;
====&amp;quot;allow landing&amp;quot;====&lt;br /&gt;
*Defines the subsystem as something on which player can attempt to land on&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;target requires fov&amp;quot;====&lt;br /&gt;
*Prevents turret from accidentally selecting target out of it field of view (fov) when acquiring targets&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fov edge checks&amp;quot;====&lt;br /&gt;
*The turret will more eagerly acquire targets as long as a sufficient portion of the target is within its fov.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no replace&amp;quot;====&lt;br /&gt;
*Tells game not to use the replacement submodel (-destroyed) when the subsystem loses all of it&#039;s hitpoints.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no live debris&amp;quot;====&lt;br /&gt;
*Prevents the subsystem from releasing live debris pieces when destroyed&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;ignore if dead&amp;quot;====&lt;br /&gt;
*When subsystem has been destroyed prevents homing weapons from attempting to hit the now destroyed submodel and instead tells them to home on the main hull of the target&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;allow vanishing&amp;quot;====&lt;br /&gt;
*Allow subsystem to be destroyed from the ship without sound or graphical effects&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;damage as hull&amp;quot;====&lt;br /&gt;
*Treats subsystem as if it were hull when applying damage.  &lt;br /&gt;
&lt;br /&gt;
====&amp;quot;starts locked&amp;quot;====&lt;br /&gt;
*Turret starts locked and won&#039;t shoot until you use a turret-free or turret-free-all SEXP on it.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no aggregate&amp;quot;====&lt;br /&gt;
*Freespace keeps track of a ships overall functionality (such as if a ship is sensorless, disarmed or disabled) via a total hitpoint count of the associated subsystems. For example if a ship has three engines with 100HP each, the &#039;engines&#039; count will be at 300HP. Shooting at any of the subsystems with the keyword &#039;engine&#039; in them will decrement this total, and when it is at 0 then the ship becomes disabled.&lt;br /&gt;
*This flag tells FS to ignore the associated subsystem and not count it towards those totals. For example, if a ship had three 100HP engines with one set to &#039;no aggregate&#039; then the &#039;engines&#039; count will be 200HP. Shooting the &#039;no aggregate&#039; engine will not decrement the &#039;engines&#039; count, and so in other words the status of this engine is irrelevant to whether or not the ship is disabled. In the same way when applied to a turret, the turret&#039;s status is irrelevant to whether the ship is  disarmed or not.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;wait for animation&amp;quot;====&lt;br /&gt;
*When this flag is active, a turret will only fire after any associated subsystem animations (such as a turret hatch opening) have played out.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;play fire sound for player&amp;quot;====&lt;br /&gt;
*If this turret is on a player ship, play its associated sounds.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;only target if can fire&amp;quot;====&lt;br /&gt;
*Do additional checks to make sure that a turret which cannot fire at its target releases that target. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
====&amp;quot;no disappear&amp;quot;====&lt;br /&gt;
*If this subsystem is a physical subsystem, it won&#039;t disappear nor switch to the -destroyed model when destroyed.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;collide submodel&amp;quot;====&lt;br /&gt;
*If this subsystem is a physical subsystem, it will only take damage from hits which impact the submodel. By default damage is taken from all hits within the submodel&#039;s radius*2. Does not affect area damage such as shockwaves.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;allow destroyed rotation&amp;quot;====&lt;br /&gt;
*Allows a rotating subobject to continue to rotate even when it has been destroyed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====&amp;quot;turret use ammo&amp;quot;====&lt;br /&gt;
*If the subsystem is a turret, it will use ammo.&lt;br /&gt;
**Note: If the turret does not have ammo, it will not fire. Remember that the maximum ammo a turret can hold is the Capacity of the Bank divided by the Cargo Size of the weapon.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;share fire direction&amp;quot;====&lt;br /&gt;
*If this subsystem is a turret, whenever the turret fires it will make all of the firing points shoot their weapon in the same direction instead of at the same point or set of points on a target.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table381|&lt;br /&gt;
====&amp;quot;no damage spew&amp;quot;====&lt;br /&gt;
*If this subsystem is hit then there will be no damage spew particles emitted.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no impact debris&amp;quot;====&lt;br /&gt;
*If this subsystem is hit then no impact debris will be generated.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===[[Animation Code]]===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Option for animating the submodels&lt;br /&gt;
{{Table220|&lt;br /&gt;
&#039;&#039;&#039;DEPRECATED&#039;&#039;&#039;: Unless setting initial orientation of multipart turrets, consider using the [[Animation.tbl]] in combination with [[Ships.tbl#.24Animations:|$Animations:]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$On Beam Warmdown:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Specifies an [[Action System|action system]] program set to be executed when a beam attached to this subsystem is starting its warmdown sequence.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Case Specific Entries==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turret===&lt;br /&gt;
*All turrets require information concerning the weapon mounted to the turret. The entry can be either &#039;&#039;&#039;$Default PBanks&#039;&#039;&#039; for turret primaries (including beams) or &#039;&#039;&#039;$Default SBanks&#039;&#039;&#039; for turret secondaries&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*[[Animation_Code#Setting_Turret_Angle|Animation Code]] can be used with multi-part turrets.&lt;br /&gt;
*Multiple defined weapons will all fire but the targeting is handled by the first weapon in the list. &#039;&#039;&#039;Multiple beams are not possible&#039;&#039;&#039;. All weapons alternate between the firingpoints of the turret so turrets do not need to have more than one weapon defined no matter how many barrels or firingpoints they have.}}&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Subsystem: turret01, 1.0, 1.0&lt;br /&gt;
$Default PBanks: ( &amp;quot;Terran Turret&amp;quot; )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Engine===&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Subsystem: engine01, 5.0, 0.0&lt;br /&gt;
$Engine Wash: Default1000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>DefCynodont119</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=63370</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=63370"/>
		<updated>2021-06-04T00:56:54Z</updated>

		<summary type="html">&lt;p&gt;DefCynodont119: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2017-08-25|2039815}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;weapons.tbl&#039;&#039;&#039; defines all of the weapon classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.&lt;br /&gt;
&lt;br /&gt;
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;beam&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;[[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]&lt;br /&gt;
&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;flak&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;particle spew&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*A &#039;&#039;&#039;.pof&#039;&#039;&#039; model must be defined ( usually &#039;&#039;&#039;Hornet.pof&#039;&#039;&#039; )&lt;br /&gt;
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails may also be added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;End&#039;&#039;&#039; before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;standard primaries weapons&#039;&#039;&#039; as well as &#039;&#039;&#039;beam cannons&#039;&#039;&#039; and &#039;&#039;&#039;flak cannons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;secondary weapons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Beam Weapons&#039;&#039;&#039;&lt;br /&gt;
***I haven&#039;t got any ideas for this one.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;[[Weapons.tbl#Countermeasures|Countermeasures]]&#039;&#039;&#039;&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**&#039;&#039;&#039;$Player Weapon Precedence&#039;&#039;&#039;&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
==Core Table==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*This is the name of the weapon. If it&#039;s going to be used by the player, keep it under 12 characters so it doesn&#039;t spill over the HUD box.&amp;lt;br&amp;gt;Two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;. Their usage details are the very same than inside the [[Ships.tbl#.24Name:_2|$Name field from Ships.tbl]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in Weapons.tbl or in earlier parsed *-wep.tbm files) by the time the *-wep.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*An alternative name that can be referenced instead of $Name:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subtype:===&lt;br /&gt;
{{Table3610| &lt;br /&gt;
Specifies the weapon &#039;s subtype. Overrides the default subtype as specified by the #-section it is in (#Primary, #Secondary, #Beam Weapon, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
:Since the weapon subtype is already specified by the #-section it is in, this option is not particularly useful when the weapon is inside a #Primary or #Secondary section. However, it may be used to specify the weapon slot it uses on fighters/bombers for weapons that are normally capship only (such as beam cannons).}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Valid Entries: &lt;br /&gt;
:Primary&lt;br /&gt;
:Secondary}}&lt;br /&gt;
&lt;br /&gt;
===+Title:===&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.  Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Description:===&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren&#039;t based on any hard numbers, just approximations. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;Standard Issue&lt;br /&gt;
&#039;&#039;Level 3 Hull Damage&lt;br /&gt;
&#039;&#039;Level 2 Shield Damage&#039;&#039;&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===+Tech Title:===&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Anim:===&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, animation filename&lt;br /&gt;
**Example: &#039;&#039;Tech_Subach_HL-7&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Description:===&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;The Subach-Innes HL-7...&#039;&#039;&amp;quot;, 3245)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Tech Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines model used in wing loadout screen for the weapon. 3D weapon models in the tech room have not yet been implemented.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Pos:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. The position of the camera relative to the model center.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Zoom:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HUD Image:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from &#039;&#039;&#039;&#039;&#039;@Laser Bitmap:&#039;&#039;&#039;&#039;&#039; and ending to &#039;&#039;&#039;&#039;&#039;@Laser Tail Radius:&#039;&#039;&#039;&#039;&#039; are not needed if a model has been defined for the weapon.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is &#039;none&#039;.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039; or &#039;&#039;none&#039;&#039;, model filename&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targeting view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Optional.  If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$External Model File:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb&#039;s external-visible-weapon code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation speed of the subobject, with the $gun_rotation property defined, in the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Note: weapon fire will be delayed by the time it takes for the weapon to spin up to this speed (using $Submodel Rotation Acceleration or its default value), regardless of whether an external model is used or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Note: It&#039;s no longer required that the ship actually have external models enabled (whether or not this weapon has one defined) for the spin up delay to occur.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Acceleration:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation acceleration of the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: 10}}&lt;br /&gt;
&lt;br /&gt;
===@Laser===&lt;br /&gt;
In the event a 3D model is not defined for the weapon, FSO creates an object similar to a glowpoint. Essentially, it is a 2D plane that always faces the player&#039;s camera with an additive texture applied to it, and may or may not have an omnilight follow it.&lt;br /&gt;
&lt;br /&gt;
As suggested by its name, this option group is normally used for lasers and similar primaries, but it may also be used for other weapon types as well.&lt;br /&gt;
&lt;br /&gt;
Unless said otherwise, the graphic files used within this group may be of any compatible type (.DDS, .PCX, .TGA, etc.), however a .DDS is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
Defines the graphic file to be used as the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Bitmap: my_laser_bitmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
Defines the graphic file to be used for the glowmap of the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
*This file is &#039;multiplied&#039; by a value between Color and Color2.&lt;br /&gt;
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Glow: my_laser_glowmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
The RGB color of the glow effect.&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0, 0    ; Red glow effect at the start of the effect&#039;s lifetime&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
The RGB color of the glow effect at the end of the effect&#039;s lifetime (at its maximum range).&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color &amp;quot;fades&amp;quot; from Color to Color2 over its lifetime.&lt;br /&gt;
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; Blue glow effect at the end of the effect&#039;s lifetime.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0,   0    ; Start with a Red glow effect, and fade into...&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; a Blue glow effect over the lifetime of the effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
Defines the length of the weapon effect.&lt;br /&gt;
*This option stretches the 2D plane &amp;quot;away&amp;quot; from its origin.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Length:  1.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
Defines the width of the leading edge, or &amp;quot;head,&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane farthest away from its origin is the leading edge.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Head Radius: 0.75&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
Defines the width of the trailing edge, or &amp;quot;tail&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane that is closest to its origin is the trailing edge.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Tail Radius: 0.75&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision Radius Override:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Weapon - weapon collisions are treated as two spheres, where a laser&#039;s sphere&#039;s radius is equal to its Head Radius, and a missile&#039;s is the radius of its associated model (possibly doubled). Using this will override either of those values.&lt;br /&gt;
*NOTE: If the weapon is interceptable, such as a bomb or has been given hitpoints, this value will &#039;&#039;still&#039;&#039; be doubled, unless the &amp;quot;no radius doubling&amp;quot; flag is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mass:===&lt;br /&gt;
*How much of a kinetic effect this weapon has on its target. 3+ gives you the Flail effect. Set it to 10 and you can knock cruisers around.&lt;br /&gt;
*This is multiplied by the speed. ie &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 200&#039;&#039; has much weaker kinetic effect than &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 1000&#039;&#039;. Also $Mass is used to calculate intensity of &amp;quot;shudder&amp;quot; effect if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, &#039;&#039;&#039;&#039;&#039;$Velocity x $Lifetime = range&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targeting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons (doesn&#039;t apply to 3.6.14+)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====+Max Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the maximum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Min Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
====+Min Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the minimum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Max Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Damage:===&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is approximately 5.88 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*The exact factor to multiply by is 100/17, or one &#039;pulse&#039; of damage every 170 seconds. The generally used wisdom of 5.5 times may have been generally accurate before beam damage was made continuous and frame-rate independent, but is now out of date information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
&lt;br /&gt;
===$Damage Time:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets a time from the end of the weapons lifetime that damage will start to attenuate at. &#039;&#039;&#039;&#039;&#039;Example: Weapon lifetime is 2.0 seconds and the desired effect is to attenuate after 0.5 seconds have passed, set this to 1.5 seconds.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds. Defaults to 0.0.&lt;br /&gt;
**Note: If neither +Min Damage: nor +Max Damage: is set, the damage will always attenuate to zero at max range.&lt;br /&gt;
***If both +Min Damage: and +Max Damage: are set, both are defaulted to 0.0 and damage will be attenuated to zero.}}&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the damage a weapon will attenuate to after reaching $Damage Time:.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage.}}&lt;br /&gt;
&lt;br /&gt;
====+Min Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the lowest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
====+Max Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the highest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
===$Angle of Incidence Damage Multiplier:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon&#039;s damage to be multiplied by these factors depending on the angle of incidence. &lt;br /&gt;
*It is &#039;&#039;not&#039;&#039; linear, it is based on the sine of the angle to the surface. If the factors are 1x for minimum, and 2x for maximum, at an angle of 45° the multiplier is 1.707x, for instance.&lt;br /&gt;
====+Min:====&lt;br /&gt;
*The damage multiplier at a perfectly glancing hit, parallel to the surface (although not technically possible).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Max:====&lt;br /&gt;
*The damage multiplier when hit straight on, perpendicular to the surface.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039; [[armor.tbl]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the damage type ( as defined by [[armor.tbl#$Damage Type:|$Damage Type]] )}}&lt;br /&gt;
&lt;br /&gt;
===$Arm time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Arm distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the firing ships that is required before the weapon comes hot&lt;br /&gt;
*If the distance has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This parameter is also applied to flak weapons. Previous behaviour was to arm weapons after 10 meters of travel.}}&lt;br /&gt;
&lt;br /&gt;
===$Arm radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Detonation Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detonation Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Override for the damage caused by shockwaves (default is [[#$Damage:]])&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Detonation Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships&#039; weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, range in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Targeting Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Turret-fired flak weapons are normally firing in a cone around the target&#039;s predicted position. This parameter can be used to adjust the size of this cones&#039; base radius. Standard is 60 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radius in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Untargeted Flak Range Penalty:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after traveling its max range - 20 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, penalty in meters.}}&lt;br /&gt;
&lt;br /&gt;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Inner Radius:===&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins. Damage is reduced by the square of the distance between the inner radius and outer radius.  i.e. half way between inner and outer results in 1/4 damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===$Outer Radius:===&lt;br /&gt;
*Maximum radius at which any damage is done.  See $Inner Radius for the attenuation formula.&lt;br /&gt;
*Also defines the size of the shockwave (if shockwave speed is &amp;gt; 0)&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that any area-effect damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
===$Shockwave rotation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines how the 3D shockwave is rotated. Random, if left undefined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Angle&#039;&#039;&#039;&#039;&#039;, three values, pitch, bank, heading respectively, in degrees}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky shockwave:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at &#039;&#039;&#039;Arm time&#039;&#039;&#039; and &#039;&#039;&#039;Arm distance&#039;&#039;&#039; are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Factor:===&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Factor:===&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Factor:===&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Min:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Max:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime:===&lt;br /&gt;
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targeting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Energy Consumed:===&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turreted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cargo Size:===&lt;br /&gt;
*Cargo size, is not used with non-ballistic primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Homing:===&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to secondaries.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&#039;&#039;&#039;This option may now be applied to primaries&#039;&#039;&#039;. They may only use heat seeking. For optimal results the &amp;quot;no homing speed ramp&amp;quot; flag may be used.}}&lt;br /&gt;
&lt;br /&gt;
Defines if the bolts/missiles in question is homing&lt;br /&gt;
&lt;br /&gt;
If set to NO, then following fields are not required in the table.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Type:&#039;&#039;&#039;====&lt;br /&gt;
Defines the homing method&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;ASPECT&#039;&#039; or &#039;&#039;HEAT&#039;&#039;&lt;br /&gt;
{{Table3610| An additional option, &#039;&#039;JAVELIN&#039;&#039;, has been added.  This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;====&lt;br /&gt;
Determines how quickly the missile can turn. Ostensibly the number of seconds it takes the missile to do a 360 degree circle at full turn speed, but for complicated reasons this is only true if [[Game_settings.tbl#.2BAI_respect_tabled_turn_time_and_rotdamp|AI respect tabled turn time and rotdamp]] is enabled.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turning Acceleration Time:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Determines how quickly the missile reaches its maximum turn speed.&lt;br /&gt;
*Note: Requires [[Game_settings.tbl#.24AI_use_framerate_independent_turning:|$AI use framerate independent turning]] in game_settings.tbl&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the width of the weapon&#039;s viewing cone, given in degrees. Objects outside this cone are effectively invisible to the missile. The value / 2 gives the angle from the missile&#039;s centerline to the edge of the viewing cone.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
{{Table3610| Has been enabled also to aspect seekers as an option. They will continue to home on targets outside their view cone, but will take a continuous lifetime penalty every second their target is outside this cone.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Min Lock Time:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The minimum number of seconds to gain a target lock.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
The number of pixels the aspect triangle moves per second while attempting lock-on.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The number of pixels moved per second while attempting to catch up to the target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Extra pixels to move after catching up. (Needs verification )&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Seeker Strength:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the seeking ability of the homing system. Default of heat seekers is 3.0 and for aspect seekers 2.0. Spoofing chance is defined as &#039;&#039;&#039;[[#$Countermeasure:|cm type effectiveness]]&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;[[#$Countermeasure:|+Effective Radius:]]&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seeker strength}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lead Scaler:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
Defines the type of pursuit course the missile tries to obtain.&lt;br /&gt;
*Values &amp;lt; 0 give lag pursuit, values ~ 0 give pure pursuit, values &amp;gt; 0 give lead pursuit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default for heat seekers: 0, default for aspect or javelin seekers: 1.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Restriction:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines if the missile can lock onto ships besides the current target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the behavior, default is &#039;&#039;current target only&#039;&#039;;.&lt;br /&gt;
*&#039;&#039;Current target only&#039;&#039; As normal, can only acquire locks on the targeted ship&lt;br /&gt;
*&#039;&#039;Any target&#039;&#039; Missile will lock on any valid target. Missile locking is still disabled in certain cases, such as when a friendly is the player&#039;s target&lt;br /&gt;
*&#039;&#039;Current target, any subsystem&#039;&#039; Targeting is restricted to the current ship, but will pick turrets and subsystems on that ship. }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Independent Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for a missile to target multiple objects at once.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Trigger Hold:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability to hold the trigger to lock and release to fire.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Reset On Launch:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for locks to reset upon missiles being fired.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Seekers Per Target:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of seekers that can target a single object.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Active Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of total seekers for the weapon to have.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Types:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship types that this missile can target. In order for a ship to be targetable it must be able to match one of the listed types, if some of the below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship types.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Classes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship classes that this missile can target. In order for a ship to be targetable it must be able to match one of the listed classes, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship classes.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Species:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the species whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed Species, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, species.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+IFFs:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the IFF&#039;s whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed IFFs, if some of the above lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, IFFs.}}&lt;br /&gt;
&lt;br /&gt;
===$Swarm:===&lt;br /&gt;
*The number of missiles to fire per volley if it&#039;s a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;. Does not work with player weapons.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Swarm will negatively affect the missile&#039;s ability to hit its target and will not lead its target even with  [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] defined unless [[Game_settings.tbl#.24Swarmers_Lead_Targets:|$Swarmers Lead Targets]] is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
***Default: 0.150&lt;br /&gt;
***Max: 0.5 (Resets to default if set over 0.5)}}&lt;br /&gt;
&lt;br /&gt;
===$Acceleration Time:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how long it takes for a secondary weapon to attain full speed. Takes precedence over $Free Flight Time (see below) in terms of the weapon&#039;s velocity, and affects both locked-on and dumbfired secondaries.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.0}}&lt;br /&gt;
&lt;br /&gt;
===$Velocity Inherit:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how much of the parent ship&#039;s velocity to inherit, if [[Ai_profiles.tbl#.24use_additive_weapon_velocity:]] is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percents&lt;br /&gt;
**Default: 100.0}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; due to dumbfires never changing their speed, using this on a dumbfire missile will have it stuck at freeflight speed even after the end of the freeflight time.&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
{{Note| This feature was never implemented correctly and was removed in r8867. FSO parses but doesn&#039;t use the value, and prints a warning in the log. This feature has subsequently been reimplemented, see $Free Flight Speed Factor: below}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed Factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PreLaunchSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
**Default: No Sound}}&lt;br /&gt;
&lt;br /&gt;
===+PreLaunchSnd Min Interval:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines  Minimum interval between when the player stops firing and the next time the pre-launch sound can play, as a limiter in case the player is pumping the trigger.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Minimum delay in milliseconds between the end of the previous firing sequence and the next time the pre-launch sound effect will be played.&lt;br /&gt;
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ImpactSnd:===&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disarmed ImpactSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FlyBySnd:===&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$TrackingSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when this weapon tracks a target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LockedSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The sound played when this weapon has locked onto its target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$InFlightSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when the missile is currently flying.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Inflight sound type&#039;&#039;&#039;&lt;br /&gt;
**Specifies when the in flight sound is played.&lt;br /&gt;
**The value can be one of the following values which are matched case-insensitively:&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile tracks a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile is currently not tracking a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;ALWAYS&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played always}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rearm Rate:===&lt;br /&gt;
*Defines the frequency that weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, How many times per second the weapons are loaded.&lt;br /&gt;
**Example: 2.0 will reload every half second.  0.1 will load every ten seconds.&lt;br /&gt;
&lt;br /&gt;
===$Rearm Ammo Increment:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines how many missiles or how much ballistic ammo is loaded per load sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, how many bullets or missiles are loaded.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*Defines the range to the target where the weapons under AI will start firing.  This also affects the [[Hud_gauges.tbl#Lead_Indicator|Lead Indicator]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Pierce Objects:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon to penetrate the objects impacted and not be destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Spawn Children On Pierce:====&lt;br /&gt;
*Will spawn the weapons children on each hit, not just when it eventually gets destroyed through lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by &#039;&#039;&#039;+override&#039;&#039;&#039; option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all &#039;&#039;&#039;homing&#039;&#039;&#039;-related flags as well as &#039;&#039;&#039;swarm&#039;&#039;&#039;, &#039;&#039;&#039;variable lead&#039;&#039;&#039;, &#039;&#039;&#039;trail&#039;&#039;&#039;, &#039;&#039;&#039;TAG&#039;&#039;&#039;, and &#039;&#039;&#039;transparent&#039;&#039;&#039; settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+override&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Decay Exponent:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail to fade away non-linearly. The 1 -&amp;gt; 0 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
**Smaller numbers below 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Larger numbers above 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive}}&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Spread:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap Stretch:&#039;&#039;&#039;&lt;br /&gt;
**Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for impacts of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Explosion&#039;&#039; and &#039;&#039;$Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, default 1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Radius:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Radius of the shield impact explosion, see [[Ships.tbl#.24Shield_Impact_Explosion:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, defaults to value of $Impact Explosion Radius}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for Dinky (not armed) explosions of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Dinky Impact Explosion&#039;&#039; and &#039;&#039;$Dinky Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion Radius but for Dinky explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for piercing impacts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then piercing impact options below are not valid!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Particles:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of particles released per impact&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$Inflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the inflight [[Particle Effects|particle effect]] which is used when the laser is active. This is only used by laser weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
===$Freeflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the [[Particle Effects|particle effect]] which is used when the missile is in the free flight phase. See [[#$Free Flight Time:|$Free Flight Time]] for more information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Ignition Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is transitioning from free flight to homed or unhomed flight.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Homed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in homed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Unhomed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in unhomed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Muzzleflash:===&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Intensity:===&lt;br /&gt;
*How deeply an EMP effect scrambles your electronics&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
*Basically a percentage, a value of 250 results in a 25% chance of something getting scrambled each frame. &lt;br /&gt;
*Maximum value of 500.0 &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)&lt;br /&gt;
&lt;br /&gt;
===$EMP Time:===&lt;br /&gt;
*Duration of the EMP effect&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note| The &amp;quot;apply recoil&amp;quot; weapon flag must be set for this to be valid. If the flag is not set, FSO will throw a warning and automatically set it at runtime.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Leech Weapon:===&lt;br /&gt;
**The amount of weapon energy to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Leech Afterburner:===&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Corkscrew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of missiles&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Electronics:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. &#039;&#039;&#039;+New Style:&#039;&#039;&#039; and &#039;&#039;&#039;+Old Style:&#039;&#039;&#039; options are mutually exclusive.&lt;br /&gt;
*&#039;&#039;&#039;+New Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*&#039;&#039;&#039;+Old Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent: FreeSpace.&lt;br /&gt;
}}&lt;br /&gt;
{{Table371|&lt;br /&gt;
*&#039;&#039;&#039;+Area Of Effect&#039;&#039;&#039;&lt;br /&gt;
**If specified, allows the electronics effect to apply to every ship hit by this weapon&#039;s blast or shockwave (the &amp;quot;Electronics&amp;quot; flag isn&#039;t necessary with this option).&lt;br /&gt;
}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. &#039;&#039;&#039;&#039;&#039;Has been deprecated&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Engine Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for engine subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Weapon Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Turret Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Sensors Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Randomness Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the &#039;&#039;Old Style&#039;&#039; mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Like all spawn options, Spawn Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 180}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Minimum Angle:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines an inner angle for the cone within which the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline. &lt;br /&gt;
*Like all spawn options, Spawn Minimum Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Interval:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes the associated spawn event to happen continuously at this time interval. Enabling this will prevent the spawn event from triggering on detonation.&lt;br /&gt;
*NOTE: Having very large numbers of total children (low interval and/or high count) can cause issues for multiplayer, and you will be warned in multiplayer if the total count is greater then 300.&lt;br /&gt;
*Like all spawn options, Spawn Interval (and its associated Delay) should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, minimum is 0.1, &#039;&#039;&#039;You will not be warned for a negative spawn interval. &#039;&#039;&#039; The value will be ignored and the spawn will be treated as a regular detonate spawn if negative. This is on purpose so that continuous/detonate spawns can be set regardless of the order in which they are defined in the flags.}}&lt;br /&gt;
&lt;br /&gt;
====+Delay:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Continuous spawn will not begin until this has elapsed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Effect:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for continuous spawns of this weapon. Will not be used for detonation.&lt;br /&gt;
*Like all spawn options, Spawn Effect should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name}}&lt;br /&gt;
&lt;br /&gt;
===$Local SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be &#039;&#039;&#039;&#039;&#039;aspect seeking missile&#039;&#039;&#039;&#039;&#039; and must have &#039;&#039;&#039;&#039;&#039;[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]&#039;&#039;&#039;&#039;&#039; flag.&lt;br /&gt;
*&#039;&#039;&#039;+Warpout Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Stage 5 Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Lock Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure:===&lt;br /&gt;
&lt;br /&gt;
*Defines the countermeasure effectiveness, radius, etc&lt;br /&gt;
{{note| &lt;br /&gt;
*Spoofing chance is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;[[#+Seeker Strength:|seeker strength]]&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;).&lt;br /&gt;
*All countermeasures in the mission perform tests to spoof missiles for two frames after &#039;&#039;&#039;any countermeasure&#039;&#039;&#039; is created in the mission. No, this doesn&#039;t seem to make much sense.&lt;br /&gt;
{{Table382|The global frame counter can be bypassed by using &#039;&#039;&#039;[[#+Pulse Interval:|pulse interval]]&#039;&#039;&#039;.}}&lt;br /&gt;
*&#039;&#039;&#039;Provisional&#039;&#039;&#039;; Countermeasures are only given one chance to spoof any individual missile. This makes tuning seeker strength/effectiveness meaningful.&lt;br /&gt;
**Previously some record of which countermeasures had been seen by each missile was kept, but it broke when multiple countermeasures were involved. A good chance of breaking with two countermeasures, and a guaranteed chance of breaking with three or more. This reduced the impact of the seeker strength/effectiveness ratio, but was partly cancelled out by the 2 frames thing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
**Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
*Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effective radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 300.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====+Missile Detonation Radius:====&lt;br /&gt;
*Defines the radius within which a missile homing on this countermeasure will trigger a detonation (see &#039;&#039;&#039;+Single Missile Kill:&#039;&#039;&#039;)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 40.0&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
&lt;br /&gt;
====+Single Missile Kill:====&lt;br /&gt;
*Defines if countermeasures will detonate only the missile homing on this countermeasure, or every missile within &#039;&#039;&#039;+Missile Detonation Radius:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: false&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table382|&lt;br /&gt;
====+Pulse Interval:====&lt;br /&gt;
*Defines how much time passes between each pulse of this countermeasure.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 0&lt;br /&gt;
{{note| any value less than or equal to 0 means the countermeasure doesn&#039;t pulse, and uses the global 2-frame counter after any countermeasure is fired.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Use Fire Wait:====&lt;br /&gt;
*Makes the countermeasure fire wait use what is specified in the &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039; section of the weapon.&lt;br /&gt;
*Default countermeasure fire wait is 333 milliseconds, regardless of that value was set in &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====+Failure Launch Delay Multiplier for AI:====&lt;br /&gt;
*After a failed countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*Previously, the amount of time was calculated as (&#039;fire wait&#039; + 2000 * &#039;countermeasure firing chance&#039;).&lt;br /&gt;
*If set to a non negative number, this value will be multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: -1&lt;br /&gt;
{{note| any value less than 0 means the default formula will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+Successful Launch Delay Multiplier for AI:====	&lt;br /&gt;
*After a successful countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*This value is multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 2&lt;br /&gt;
{{note| any value less than 0 means the default value will be used.}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the type of beam in question. Beam types: 0 is a standard non-slashing type beam. 1 is a slashing type beam. 2 is a targeting beam that is used to trigger SSMs. 3 is a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles. 4 is a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;,, only values from 0 to 4 are legal&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PCount:&#039;&#039;&#039;&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PAngle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, angle of the cone&lt;br /&gt;
*&#039;&#039;&#039;+PAni:&#039;&#039;&#039;&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Miss Factor:&#039;&#039;&#039;&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Miss Factor&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;IFF specific miss factors&#039;&#039;&#039;&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+&amp;lt;IFF&amp;gt; Miss Factor:&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5}}&lt;br /&gt;
*&#039;&#039;&#039;+BeamSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmupSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmdownSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Muzzleglow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;+Directional Glow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length to stretch the muzzleglow along the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, length in meters, the muzzleglow is rendered along (in the same plane) as the beam instead of perpendicular to the camera.}}&lt;br /&gt;
*&#039;&#039;&#039;+Shots:&#039;&#039;&#039;&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**ALSO AFFECTS FIGHTER BEAMS. If greater than 0, fires from up to that many fire points at a time before cycling. 1 mimics the behavior of weapons with the &amp;quot;cycle&amp;quot; flag, 0 fires from all available fire points like normal weapons.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to shrink in width. (0.1 means 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**What factor of beam&#039;s width is subtracted per second.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+GrowFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to grow in width. (1.0 means as soon as the beam fires)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+GrowPct:&#039;&#039;&#039;&lt;br /&gt;
**What factor of beam&#039;s width is added per second.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Initial Width Factor:&#039;&#039;&#039;&lt;br /&gt;
**What factor of the beam&#039;s maximum width it starts with.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+BeamWidth:&#039;&#039;&#039;&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table38|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Particle Effect:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the beam flash [[Particle Effects|particle effect]].&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, particle effect name&lt;br /&gt;
**If this is specified then &#039;&#039;&#039;+Beam Flash Effect&#039;&#039;&#039; and &#039;&#039;&#039;+Beam Flash Radius&#039;&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Splash Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only valid when editing beam sections that already exist in other tables. Attempting to index new sections will generate warnings, adding new sections is the default behavior for un-indexed sections.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, index number legal values are from 0 to 5&lt;br /&gt;
:*&#039;&#039;&#039;+remove&#039;&#039;&#039;&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*&#039;&#039;&#039;+nocreate&#039;&#039;&#039;&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
:*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
:*&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be. (Zadd can be safely ignored; it actually does nothing.)&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Remove&#039;&#039;&#039;&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;, Default, Helix, Sparkler, Ring, or Plume &#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Count:&#039;&#039;&#039;&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Vel:&#039;&#039;&#039;&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Scale:&#039;&#039;&#039;&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Z Scale:&#039;&#039;&#039;&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Rotation Rate:&#039;&#039;&#039;&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;, may be negative, useful for setting up 2 spews that spin in opposite directions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Initial Velocity:&#039;&#039;&#039;&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illuminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, TAG level and seconds respectively&lt;br /&gt;
*&#039;&#039;&#039;Note&#039;&#039;&#039;: TAG will not trigger unless the weapon in question has a non-zero damage value.&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Now also accepts SSM strike names.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FOF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Spread Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the spread rate of the field of fire. This controls how the FOF increases over time while the weapon is firing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Reset Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Rate at which the spread decreases if the weapon isn&#039;t firing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
&lt;br /&gt;
====+Max FOF:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*The maximum FOF. After the FOF reaches this value it will not increase any further.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees. Must be greater than or equal to zero.&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
&lt;br /&gt;
===$Shots:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the number of shots every time the weapon is fired.&lt;br /&gt;
*Works only for primary weapons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*&#039;&#039;&#039;+texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for impact decals (can use &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;-glow&#039;&#039;&#039;&#039;&#039; textures)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+burn time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time the &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; texture appears on the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
===$Impact decal:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines an impact decal (think bullet impact/scorch mark) using the new system introduced in FSO 19.0.0.&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, this must match to one of the entries in a [[Decals|decal tbm]].&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Radius of the impact decal; default is 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: Either &#039;&#039;&#039;&#039;&#039;Eternal&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, lifetime in seconds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Transparent:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for &#039;alpha animations&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
**Defines the strength of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Min:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Cycle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the change in alpha per frame, between &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Alpha Min&#039;&#039;&#039; values&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Hitpoints:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the amount of hitpoints a weapon has.&lt;br /&gt;
*Weapons with &#039;&#039;&#039;&amp;quot;bomb&amp;quot;&#039;&#039;&#039; flag have 50 hitpoints by default&lt;br /&gt;
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Shots:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of shots in a burst&lt;br /&gt;
*Shots in a burst use shorter ( &#039;&#039;&#039;$Burst Delay:&#039;&#039;&#039; ) delay than usually&lt;br /&gt;
*If this weapon is cycling each individual firing event counts as one burst shot, so bursts end sooner in time for large banks than small.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time in milliseconds between the shots in a burst&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the flags used to define the burst firing behaviour&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; ), list of flags&lt;br /&gt;
**Available burst flags:&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;fast firing&amp;quot;&#039;&#039;&#039;, acts as if &#039;&#039;&#039;same turret cooldown&#039;&#039;&#039; flag would be used between the shots in the burst.&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;random length&amp;quot;&#039;&#039;&#039;, makes AI to fire burst of random length (from 1 to burst shots).}}&lt;br /&gt;
{{Table202|&#039;&#039;&#039;&amp;quot;resets&amp;quot;&#039;&#039;&#039;, as long as a full fire wait has passed since last fired, the burst is reset and can be fired in full again.}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Flame Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the modeled thruster of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the glow type effect of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster&#039;s glow type effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Failure Rate:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines the random chance that the weapon will fail to fire, or spawn the substitute below if specified.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, 0 - 1&lt;br /&gt;
&lt;br /&gt;
====+Failure Substitute:====&lt;br /&gt;
*Defines the weapon to substitute when the weapon &#039;fails&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Weapon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$On Create:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Defines an [[Action System|action system]] program set to be executed when a weapon of this type is created. Only applicable to laser and missile style weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Substitute:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Defines a pattern of ammo to substitute for primary or secondary weapons. &#039;&#039;&#039;$Substitute:&#039;&#039;&#039; can be repeated any number of times (so you could make something like a rainbow laser with several ammo substitutions, for example). If neither &#039;&#039;+period&#039;&#039; or &#039;&#039;+index&#039;&#039; is specified, it is assumed to be equivalent to &#039;&#039;+index: &#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Weapon Name&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swarm missiles act in a strange way when used with $Substitute, use at your own risk.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Turrets can use $Substitute as well.&lt;br /&gt;
}}&lt;br /&gt;
====+period:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; every &#039;&#039;period&#039;&#039; shots.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;}}&lt;br /&gt;
=====+offset:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
A suboption of +period, offsets the substitute pattern according to the launched ammo. For example, an offset of 3 and a period of 4 will substitute on the 3rd ammo launched, and then every 4th ammo after that.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+index:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute the &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; at firepoint &#039;&#039;index&#039;&#039; in the shot pattern. Similar to carefully using both +period and +offset, but is not affected by ships with different firepoint numbers. i.e. Firepoint &#039;&#039;index&#039;&#039; will always have the substitution, while +period and +offset will cycle at different rates dependant on the number of firepoints.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==Weapons.tbl Flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Electronics&amp;quot;===&lt;br /&gt;
*Will seize up the weapons and engines systems of any ship for a short period of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;===&lt;br /&gt;
*Will spawn the specified number of defined missiles upon detonation.&lt;br /&gt;
*The flag will parse without a value, using a default of 10.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Multiple spawn types can be defined for a single &#039;carrier&#039; weapon up to maximum of 5 different weapons}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Remote Detonate&amp;quot;===&lt;br /&gt;
*Can be triggered remotely via a second press on the trigger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Ship&amp;quot;===&lt;br /&gt;
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Huge&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 10% damage to a ship with the &amp;quot;Big Damage&amp;quot; flag. Also the AI will not try to hit fighters with it, but only if the weapon is in a turret or is a secondary. If the weapon is a primary in a fighter then there are no targeting restrictions. See [[Weapons.tbl#.22capital.2B.22|capital+]] instead.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Supercap&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 75% damage to a ship with the &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;child&amp;quot;===&lt;br /&gt;
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with &amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon target-able with the B key and interceptable by AIs&lt;br /&gt;
** Has been long thought to make the AI prefer this weapon against large ships, but in fact has no effect on AI weapon selection.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;No Dumbfire&amp;quot;===&lt;br /&gt;
*Missile will not fire without a lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Has the weapon in the tech database at the start of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;EXTREMELY IMPORTANT NOTE:&#039;&#039;&#039;&lt;br /&gt;
**Whenever you plan to use a weapon as a player one in your campaign or missions, &#039;&#039;&#039;USE THIS FLAG&#039;&#039;&#039;.&lt;br /&gt;
**Not using it can cause problems within fs_open and it&#039;s a BAD MOD DESIGN.&lt;br /&gt;
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it&#039;s still a BAD DESIGN.&lt;br /&gt;
**As another possible example: be careful to update &amp;quot;retail&amp;quot; tables if you plan to use Shivan weapons in player fighters.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EMP&amp;quot;===&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Esuck&amp;quot;===&lt;br /&gt;
*Drains the target&#039;s energy banks&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shudder&amp;quot;===&lt;br /&gt;
*Makes your ship shudder while you&#039;re firing the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;lockarm&amp;quot;===&lt;br /&gt;
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
* Does nothing&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
The AI will prefer these weapons for anti-subsystem use&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a countermeasure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
*Make sure you define the size and reload rate for ballistic weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
{{Table3610| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapon can only be fired at tagged targets}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapon to alternate between firing points}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.) Only applies to the target selection of turrets, has no effect on the behavior of fighters picking primary and secondary bank weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;smart spawn&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Sets spawned &#039;child&#039; weapons to use parent weapon&#039;s target.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no emp kill&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;untargeted heat seeker&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no radius doubling&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no subsystem homing&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lifeleft penalty&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can be targeted&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be targeted by player. Does not influence AI}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show friendly on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;capital+&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells AI to use this weapon only on capital ships}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;chain external model fps&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game to keep switching external model firingpoints when firing}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;external model launcher&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes blast damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from weapon blasts}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes shockwave damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from shockwaves}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ciws&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the &amp;quot;take blast/shockwave damage&amp;quot; flags.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;render flak&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;anti-subsystem beam&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Beam weapons with this flag can target subsystems on enemy ships, just like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Primary weapons with this flag can not be linked with other weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same emp time for capships&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*capships affected by this weapon will use the tabled EMP time rather than the fixed retail value (7.5 secs)}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linked penalty&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Primary weapons with this flag do not incur the retail linked fire penalty}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no homing speed ramp&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Locked homing weapons will not perform the standard 1 second long acceleration when fired. Note that use of $Acceleration Time is &#039;&#039;&#039;not&#039;&#039;&#039; affected by this flag.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pulls aspect seekers&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*If an aspect seeker is grabbed by this countermeasure the missile will follow the countermeasure instead of going into dumbfire mode.&lt;br /&gt;
&#039;&#039;&#039;Only valid for countermeasures!&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;turret interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;fighter interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;interceptable&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows turrets/fighters/both (respectively) to shoot at this weapon without requiring it to be a bomb. If this is the first time this weapon has been defined, it also gives it a default of 25 hitpoints so that it can be shot down.&lt;br /&gt;
&#039;&#039;&#039;If you use a TBM to give this flag to an existing weapon, you&#039;ll need to specify hitpoints manually (unless you want it to be unkillable but still draw defensive fire).&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply recoil&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*A ship that fires a weapon with this flag will experience a recoil effect, slowing the ship down and, with lighter strikecraft, inducing some rotation if the firing points are offset from the center of mass.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t spawn if shot&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Prevents parent weapons from spawning children in the even of the parent weapon being shot down.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;die on lost lock&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Aspect seeking missiles (only, not heat seekers) will detonate upon losing their lock. Currently they only lose lock if decoyed by a countermeasure, AND &amp;quot;pulls aspect seekers&amp;quot; or similar is not set. The detonation will use their &amp;quot;dinky&amp;quot; explosion (i.e. same as if ran out of lifetime).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no doublefire&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevents dual-firing of secondary weapons. If the ship tries to dual-fire a weapon with this flag they are set back to single fire.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;require exact los&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevent AI form firing this weapon from a turret or as a secondary weapon if there is no clear line of sight from the weapons firing point to its targeted ship (center). Note that this may keep the weapon trained on a target out of sight while another target may be available to shoot.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can damage shooter&amp;quot;===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*This weapon can collide with and directly damage the original shooter of this weapon (even if it was spawned), which is not normally possible.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;heals&amp;quot;===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*This weapon uses its $Damage value to heal its target(s) instead of damaging them.&lt;br /&gt;
*This works very similarly to damage, the armor/shield/subsystem factors apply to healing as well as do armor classes. However, there are some caveats.&amp;lt;br&amp;gt;&lt;br /&gt;
*Healing will &#039;&#039;always&#039;&#039; carry. Unlike damage, which first has to go through the shield, has damage subtracted, then damages subsystems, has damage subtracted, then finally damages the hull if any damage remains, healing will apply in full to hull, shield, and subsystems (factors or armor classes notwithstanding). A weapon with 100 &#039;healing&#039; will attempt to apply that healing to the hull, shield and nearby subsystems to the impact. Even if the weapon only heals hull, it will still do so even if it strikes the shield.}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the speed of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meter per second&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lifetime===&lt;br /&gt;
*Countermeasure&#039;s life time is defined between with minimum and maximum lifetime&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Min:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Max:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Weapon Precedence==&lt;br /&gt;
*First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;), names of the weapons&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;UD-8 Kayser&amp;quot;&lt;br /&gt;
     &amp;quot;Prometheus R&amp;quot;&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;Harpoon&amp;quot;&lt;br /&gt;
     &amp;quot;Tempest&amp;quot;&lt;br /&gt;
     &amp;quot;Rockeye&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Primary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            @Subach HL-7&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTW Subach HL-7&amp;quot;, 3243)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Standard Issue&lt;br /&gt;
Level 3 Hull Damage&lt;br /&gt;
Level 2 Shield Damage&amp;quot;, 3244)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;Subach HL-7&amp;quot;, 146)&lt;br /&gt;
   +Tech Anim:                       Tech_Subach_HL-7&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      none&lt;br /&gt;
   @Laser Bitmap:                    newglo9&lt;br /&gt;
   @Laser Glow:                      2_laserglow03&lt;br /&gt;
   @Laser Color:                     250, 0, 0&lt;br /&gt;
   @Laser Color2:                    0, 0, 250&lt;br /&gt;
   @Laser Length:                    10.0&lt;br /&gt;
   @Laser Head Radius:               0.90&lt;br /&gt;
   @Laser Tail Radius:               0.90&lt;br /&gt;
$Mass:                            0.2&lt;br /&gt;
$Velocity:                        450.0&lt;br /&gt;
$Fire Wait:                       0.2&lt;br /&gt;
$Damage:                          15&lt;br /&gt;
$Armor Factor:                    0.9&lt;br /&gt;
$Shield Factor:                   0.7&lt;br /&gt;
$Subsystem Factor:                0.3&lt;br /&gt;
$Lifetime:                        2.0&lt;br /&gt;
$Energy Consumed:                 0.20&lt;br /&gt;
$Cargo Size:                      0.0&lt;br /&gt;
$Homing:                          NO&lt;br /&gt;
$LaunchSnd:                       76&lt;br /&gt;
$ImpactSnd:                       85&lt;br /&gt;
$Flags:                           (  &amp;quot;in tech database&amp;quot;&lt;br /&gt;
                                     &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;stream&amp;quot;)&lt;br /&gt;
$Icon:                            iconSD4&lt;br /&gt;
$Anim:                            SD4&lt;br /&gt;
$Impact Explosion:                none&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Secondary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            EMP Adv.&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTM-14 EMP Adv.&amp;quot;, 3396)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Advanced Missile&lt;br /&gt;
Electromagnetic Pulse Weapon&lt;br /&gt;
General Purpose Suppression&amp;quot;, 3397)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;GTM-14 EM Pulse Adv.&amp;quot;, 3398)&lt;br /&gt;
   +Tech Anim:                       Tech_EMP&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      EMPulse2.pof&lt;br /&gt;
$Mass:                            15.0&lt;br /&gt;
$Velocity:                        275.0&lt;br /&gt;
$Fire Wait:                       2.0&lt;br /&gt;
$Damage:                          45&lt;br /&gt;
$Blast Force:                     20.0&lt;br /&gt;
$Inner Radius:                    80.0&lt;br /&gt;
$Outer Radius:                    300.0&lt;br /&gt;
$Shockwave Speed:                 120.0&lt;br /&gt;
$Armor Factor:                    1.0&lt;br /&gt;
$Shield Factor:                   0.8&lt;br /&gt;
$Subsystem Factor:                0.5&lt;br /&gt;
$Lifetime:                        5.0&lt;br /&gt;
$Energy Consumed:                 0.0&lt;br /&gt;
$Cargo Size:                      4.0&lt;br /&gt;
$Homing:                          YES&lt;br /&gt;
   +Type:                            ASPECT&lt;br /&gt;
   +Turn Time:                       1.0&lt;br /&gt;
   +Min Lock Time:                   2.0&lt;br /&gt;
   +Lock Pixels/Sec:                 70&lt;br /&gt;
   +Catch-up Pixels/Sec:             100&lt;br /&gt;
   +Catch-up Penalty:                30&lt;br /&gt;
$LaunchSnd:                       118&lt;br /&gt;
$ImpactSnd:                       88&lt;br /&gt;
$FlyBySnd:                        -1&lt;br /&gt;
$Rearm Rate:                      2.0&lt;br /&gt;
$Flags:                           (  &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;EMP&amp;quot;)&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Start Width:                     0.25&lt;br /&gt;
   +End Width:                       0.75&lt;br /&gt;
   +Start Alpha:                     1.0&lt;br /&gt;
   +End Alpha:                       0.0&lt;br /&gt;
   +Max Life:                        1.5&lt;br /&gt;
   +Bitmap:                          MissileTrail04&lt;br /&gt;
$Icon:                            iconEMPulse&lt;br /&gt;
$Anim:                            ecm&lt;br /&gt;
$Impact Explosion:                ExpMissileHit1&lt;br /&gt;
$Impact Explosion Radius:         10.0&lt;br /&gt;
$EMP Intensity:                   375.0&lt;br /&gt;
$EMP Time:                        20.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;EMP Adv.&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>DefCynodont119</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Static_props&amp;diff=63223</id>
		<title>Static props</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Static_props&amp;diff=63223"/>
		<updated>2021-03-01T04:19:13Z</updated>

		<summary type="html">&lt;p&gt;DefCynodont119: /* Space props */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Landscapes==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Thumbnail&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Width&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Height&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Length&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Turrets&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Fighterbays&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Credits&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Modding Resources&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Additional Info&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Links&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Landscape.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Landscape&lt;br /&gt;
| 100,000&lt;br /&gt;
| 100,000&lt;br /&gt;
| 1,950&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: landscape.pof&lt;br /&gt;
:Texture list: groundtile&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Landscape 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Landscape 2&lt;br /&gt;
| 5,910&lt;br /&gt;
| 5,910&lt;br /&gt;
| 992&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: landscape2.pof&lt;br /&gt;
:Texture list: groundtile2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Landscape 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Landscape 3&lt;br /&gt;
| 7,174&lt;br /&gt;
| 7,175&lt;br /&gt;
| 1,278&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: landscape3.pof&lt;br /&gt;
:Texture list: groundtile3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-City Layer.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Layer&lt;br /&gt;
| 5,329&lt;br /&gt;
| 4,510&lt;br /&gt;
| 289&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: cor_layer1.pof&lt;br /&gt;
:Texture list: Bdebris;grass2;cor_streets;groundtile2;invisible;cor_spaceport;insttex04;darkgrey&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Moon Landscape.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Moon Landscape&lt;br /&gt;
| 200,000&lt;br /&gt;
| 200,000&lt;br /&gt;
| 2,490&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Moon_Landscape.pof&lt;br /&gt;
:Texture list: moon01&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:The GRID.jpg|frameless|center|350x350px]]&lt;br /&gt;
| The GRID&lt;br /&gt;
| 20,009&lt;br /&gt;
| 20,009&lt;br /&gt;
| 9&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: GRID.pof&lt;br /&gt;
:Texture list: GRID-trans&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:CityBlock-Burbs.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Block#Burbs&lt;br /&gt;
| 1,500&lt;br /&gt;
| 1,500&lt;br /&gt;
| 87&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: city1.pof&lt;br /&gt;
:Texture list: bldg;struts;uefplate5;cor_streets&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:CityBlock-CBD.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Block#CBD&lt;br /&gt;
| 1,500&lt;br /&gt;
| 1,500&lt;br /&gt;
| 277&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: city2.pof&lt;br /&gt;
:Texture list: bldg2;struts;uefplate5;cor_streets&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:CityBlock-CBD2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Block#CBD2&lt;br /&gt;
| 1,500&lt;br /&gt;
| 1,500&lt;br /&gt;
| 367&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: city3.pof&lt;br /&gt;
:Texture list: bldg;Struts;uefplate5;skyscraperblue;skyscraperblue2;bldg2;bldg3;cor_streets&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:CityBlock-Park.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Block#Park&lt;br /&gt;
| 1,500&lt;br /&gt;
| 1,501&lt;br /&gt;
| 65&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: citypark.pof&lt;br /&gt;
:Texture list: cor_streets;bldg3;Struts;grass3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Paris Landscape.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Paris Landscape&lt;br /&gt;
| 1,728&lt;br /&gt;
| 1,728&lt;br /&gt;
| 409&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Exile_Other_Paris.pof&lt;br /&gt;
:Texture list: eiffeltile;GTAtile1;invisible&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:ParisLandscape-Hills.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Paris Landscape#Hills&lt;br /&gt;
| 100,001&lt;br /&gt;
| 100,001&lt;br /&gt;
| 4,571&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Exile_Other_ParisHills.pof&lt;br /&gt;
:Texture list: ParisGrass&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:MoonLandscape-TI.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Moon Heroscape&lt;br /&gt;
| 25,000&lt;br /&gt;
| 25,000&lt;br /&gt;
| 119&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Heroscape2.pof&lt;br /&gt;
:Texture list: HRMoon;invisible&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Moon Hills.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Moon Hills&lt;br /&gt;
| 75,000&lt;br /&gt;
| 75,000&lt;br /&gt;
| 6,412&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Hills.pof&lt;br /&gt;
:Texture list: HRMoon&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:MoonLandscape2-TI.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Moon Landscape&lt;br /&gt;
| 75,000&lt;br /&gt;
| 75,000&lt;br /&gt;
| 3,098&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: LScape.pof&lt;br /&gt;
:Texture list: HRMoon&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Crater1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Crater1&lt;br /&gt;
| 1,692&lt;br /&gt;
| 1,692&lt;br /&gt;
| 73&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Crater1.pof&lt;br /&gt;
:Texture list: Crater1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Crater2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Crater2&lt;br /&gt;
| 2,463&lt;br /&gt;
| 2,463&lt;br /&gt;
| 217&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Crater2.pof&lt;br /&gt;
:Texture list: Crater2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Vestenra Isle.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Vestenra Isle&lt;br /&gt;
| 41,088&lt;br /&gt;
| 41,088&lt;br /&gt;
| 1,615&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Landscape_Vestenra.pof&lt;br /&gt;
:Texture list: Bdebris;Unbenannt-map;ground2;ground1;ground3;ground4;awactile1;install01-04;b2dmg;damage;b9dmg;b4dmg;b8dmg;b3dmg;b8_2dmg;b1dmg;b2;b1;b3;b4;b8;b8_2;b9;cor_spaceport;UV2048;fire-trans;C_Prison&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Vestenra Lights.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Vestenra Lights&lt;br /&gt;
| 4,016&lt;br /&gt;
| 4,497&lt;br /&gt;
| 987&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Vestenra_Lights.pof&lt;br /&gt;
:Texture list: Bdebris;sLight;s_light_ray-trans;sLight_dest;fire-trans&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Shadow Genesis Nodemap.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Shadow Genesis Nodemap&lt;br /&gt;
| 2,500&lt;br /&gt;
| 2,500&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: BH_Nodemap.pof&lt;br /&gt;
:Texture list: nodemap&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Hephaestus Landscape.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Hephaestus Landscape&lt;br /&gt;
| 100,001&lt;br /&gt;
| 100,001&lt;br /&gt;
| 4,571&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Hephaestus_Landscape.pof&lt;br /&gt;
:Texture list: Deep-Freeze&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Frozen Sea.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Frozen Sea&lt;br /&gt;
| 400,000&lt;br /&gt;
| 400,000&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Iced_Sea.pof&lt;br /&gt;
:Texture list: deep-freeze;muddy-ice&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Iced Isle 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Iced Isle 1&lt;br /&gt;
| 9,626&lt;br /&gt;
| 9,693&lt;br /&gt;
| 1,515&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: isle1.pof&lt;br /&gt;
:Texture list: deep-freeze;deep-freeze;deep-freeze;deep-freeze;invisible&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Iced Isle 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Iced Isle 2&lt;br /&gt;
| 16,176&lt;br /&gt;
| 15,446&lt;br /&gt;
| 2,632&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: isle2.pof&lt;br /&gt;
:Texture list: deep-freeze;muddy-ice&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Iced Isle 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Iced Isle 3&lt;br /&gt;
| 8,214&lt;br /&gt;
| 8,421&lt;br /&gt;
| 1,111&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: isle3.pof&lt;br /&gt;
:Texture list: deep-freeze;deep-freeze;deep-freeze;deep-freeze&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ground buildings / Props==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Thumbnail&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Width&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Height&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Length&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Turrets&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Fighterbays&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Credits&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Modding Resources&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Additional Info&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Links&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Antennae.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Antennae&lt;br /&gt;
| 229.25&lt;br /&gt;
| 190.48&lt;br /&gt;
| 147.06&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundantennae.pof&lt;br /&gt;
:Texture list: citadel;cwhull1&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Light Turret Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Light Turret Tower&lt;br /&gt;
| 40.12&lt;br /&gt;
| 43.66&lt;br /&gt;
| 33.86&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundlturret.pof&lt;br /&gt;
:Texture list: groundbase;pdturret&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Light Missile Tower.jpg|frameless|right|center|350x350px]]&lt;br /&gt;
| Light Missile Tower&lt;br /&gt;
| 40.12&lt;br /&gt;
| 43.66&lt;br /&gt;
| 35.58&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundmturret.pof&lt;br /&gt;
:Texture list: groundbase;pdturret;missile_l&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Heavy Turret Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Heavy Turret Tower&lt;br /&gt;
| 133.75&lt;br /&gt;
| 145.53&lt;br /&gt;
| 113.45&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundhturret.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Missile Silo.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Missile Silo&lt;br /&gt;
| 124.82&lt;br /&gt;
| 83.55&lt;br /&gt;
| 27.73&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundmturret2.pof&lt;br /&gt;
:Texture list: invisible;modular2&lt;br /&gt;
| &lt;br /&gt;
There are two animated doors on top with two turret firepoints each&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Tower&lt;br /&gt;
| 346.36&lt;br /&gt;
| 364.2&lt;br /&gt;
| 335.86&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundtower.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Panel.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Panel&lt;br /&gt;
| 200.62&lt;br /&gt;
| 218.29&lt;br /&gt;
| 234.71&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundpanel.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Station.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Station&lt;br /&gt;
| 949&lt;br /&gt;
| 2,178&lt;br /&gt;
| 591&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundstation.pof&lt;br /&gt;
:Texture list: station;stationdebris&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Hangar.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Hangar&lt;br /&gt;
| 822.99&lt;br /&gt;
| 731.97&lt;br /&gt;
| 182.47&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundhangar.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Energy.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Energy&lt;br /&gt;
| 292.58&lt;br /&gt;
| 365.99&lt;br /&gt;
| 158.51&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundenergy.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Warehouse.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Warehouse&lt;br /&gt;
| 292.58&lt;br /&gt;
| 365.99&lt;br /&gt;
| 100.15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundwarehouse.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Cometary Habitat.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Cometary Habitat&lt;br /&gt;
| 307.29&lt;br /&gt;
| 887.55&lt;br /&gt;
| 677.19&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: GEF_Habitat.pof&lt;br /&gt;
:Texture list: eezoCompleteMap;shiphull6&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Luna City.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Luna City&lt;br /&gt;
| 12,356&lt;br /&gt;
| 12,365&lt;br /&gt;
| 1,295&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Luna_City.pof&lt;br /&gt;
:Texture list: baseplating;uefplate;vctile4;shiphull7;uefplate2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Luna Dome.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Luna Dome&lt;br /&gt;
| 2,007&lt;br /&gt;
| 2,007&lt;br /&gt;
| 1,073&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Luna_Dome.pof&lt;br /&gt;
:Texture list: chg-capital01-03;lights;shiphull7;uefplate;capital11-01a;helheim03a&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Lunar Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Lunar Tower&lt;br /&gt;
| 550.44&lt;br /&gt;
| 514.25&lt;br /&gt;
| 180.45&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Lunar_Tower.pof&lt;br /&gt;
:Texture list: uefplate2;baseplating&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Lunar Magnetic Levitator.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Lunar Magnetic Levitator&lt;br /&gt;
| 130&lt;br /&gt;
| 104,261&lt;br /&gt;
| 69&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Lunar_Mag_Lev.pof&lt;br /&gt;
:Texture list: shiphull7&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:City Base.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Base&lt;br /&gt;
| 4,180&lt;br /&gt;
| 4,180&lt;br /&gt;
| 106&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: City_Base.pof&lt;br /&gt;
:Texture list: uefplate5&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Skyscraper 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Skyscraper 2&lt;br /&gt;
| 190.8&lt;br /&gt;
| 184.39&lt;br /&gt;
| 386.47&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: skyscraper2.pof&lt;br /&gt;
:Texture list: build1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Skyscraper 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Skyscraper 3&lt;br /&gt;
| 96.42&lt;br /&gt;
| 96.42&lt;br /&gt;
| 626.56&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: skyscraper3.pof&lt;br /&gt;
:Texture list: build2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Skyscraper 4.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Skyscraper 4&lt;br /&gt;
| 150&lt;br /&gt;
| 193.75&lt;br /&gt;
| 466.25&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: skyscraper4.pof&lt;br /&gt;
:Texture list: building8_2;building8&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Space Port.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Space Port&lt;br /&gt;
| 60.44&lt;br /&gt;
| 60.44&lt;br /&gt;
| 60.44&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: spaceport.pof&lt;br /&gt;
:Texture list: invisible;invisible;cor_spaceport;insttex04&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Biodome-Struts.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Biodome-Struts&lt;br /&gt;
| 200&lt;br /&gt;
| 200&lt;br /&gt;
| 105.81&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Biodome-Struts.pof&lt;br /&gt;
:Texture list: biodome;Struts&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Biodome-Glass.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Biodome-Glass&lt;br /&gt;
| 192.64&lt;br /&gt;
| 192.57&lt;br /&gt;
| 94.67&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Biodome-Glass.pof&lt;br /&gt;
:Texture list: GoldGlass&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Big Building.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Big Building&lt;br /&gt;
| 510.22&lt;br /&gt;
| 508.29&lt;br /&gt;
| 880.92&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Terran_Centrum.pof&lt;br /&gt;
:Texture list: super_build&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Sensor Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Sensor Tower&lt;br /&gt;
| 57.24&lt;br /&gt;
| 50.8&lt;br /&gt;
| 102.06&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Pylon.pof&lt;br /&gt;
:Texture list: rtower;RTower-deb;damage&lt;br /&gt;
| &lt;br /&gt;
The dish is a rotating subobject.&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Fighterbay.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Fighterbay&lt;br /&gt;
| 228.44&lt;br /&gt;
| 293.83&lt;br /&gt;
| 138.28&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: MoonFB.pof&lt;br /&gt;
:Texture list: HRMoon;MareTile;LHD-Body&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Bridge.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Bridge&lt;br /&gt;
| 55&lt;br /&gt;
| 1,100&lt;br /&gt;
| 298&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Bridge.pof&lt;br /&gt;
:Texture list: road-tile WIP2;awactile2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Artillery Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Artillery Tower&lt;br /&gt;
| 236.94&lt;br /&gt;
| 207.71&lt;br /&gt;
| 437.17&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Artillery_Tower.pof&lt;br /&gt;
:Texture list: tcov3ab;lights2;doctile3ab;tcov2ab;doctile1ab;tcov7;Beam4;SP&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Ice Mountain.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ice Mountain&lt;br /&gt;
| 317.47&lt;br /&gt;
| 320.1&lt;br /&gt;
| 585.54&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: isle4.pof&lt;br /&gt;
:Texture list: deep-freeze&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Space props==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Thumbnail&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Width&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Height&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Length&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Turrets&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Fighterbays&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Credits&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Modding Resources&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Additional Info&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Links&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AstLayer.jpg|frameless|center|350x350px]]&lt;br /&gt;
| AstLayer&lt;br /&gt;
| 1,491,093&lt;br /&gt;
| 1,468,440&lt;br /&gt;
| 241,650&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: astlayer.pof&lt;br /&gt;
:Texture list: invisible;invisible;AstLayer&lt;br /&gt;
| &lt;br /&gt;
Slowly rotating mesh made of flat textures to be used as a background.&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:SpaceRocks-BigRock5.jpg|frameless|center|350x350px]] &lt;br /&gt;
| BigRock5&lt;br /&gt;
| 6998&lt;br /&gt;
| 6733&lt;br /&gt;
| 6774&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: bigrock5.pof&lt;br /&gt;
:Texture list: bigrock5&lt;br /&gt;
| &lt;br /&gt;
Massive asteroid that bears a resemblance to Saturn&#039;s moon Mimas.&lt;br /&gt;
| &lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:SpaceRocks-BigRock4.jpg|frameless|center|350x350px]] &lt;br /&gt;
| BigRock4&lt;br /&gt;
| 2142&lt;br /&gt;
| 2371&lt;br /&gt;
| 2068&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: BigRock4.pof&lt;br /&gt;
:Texture list: BigRock4&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:SpaceRocks-BigRock3.jpg|frameless|center|350x350px]] &lt;br /&gt;
| BigRock3&lt;br /&gt;
| 880&lt;br /&gt;
| 882&lt;br /&gt;
| 852&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: BigRock3.pof&lt;br /&gt;
:Texture list: BigRock3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:SpaceRocks-BigRock2.jpg|frameless|center|350x350px]] &lt;br /&gt;
| Bigrock2&lt;br /&gt;
| 645&lt;br /&gt;
| 482&lt;br /&gt;
| 440&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Bigrock2.pof&lt;br /&gt;
:Texture list: Bigrock2&lt;br /&gt;
| &lt;br /&gt;
Mid-sized asteroid that bears a resemblance to 67P/Churyumov–Gerasimenko.&lt;br /&gt;
| &lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:SpaceRocks-BigRock.jpg|frameless|center|350x350px]] &lt;br /&gt;
| BigRock1&lt;br /&gt;
| 272&lt;br /&gt;
| 186&lt;br /&gt;
| 194&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: BigRock1.pof&lt;br /&gt;
:Texture list: BigRock&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Scar Asteroid.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Scar Asteroid&lt;br /&gt;
| 8,738&lt;br /&gt;
| 18,299&lt;br /&gt;
| 8,993&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: astscar.pof&lt;br /&gt;
:Texture list: AstScar_B;AstScar_A;AstScar_C;AstScar_D&lt;br /&gt;
| &lt;br /&gt;
The infamous Scar Asteroid first featured in BtRL, with a modeled interior cave.&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Scar Asteroid C.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Scar Asteroid C&lt;br /&gt;
| 4,025&lt;br /&gt;
| 2,070&lt;br /&gt;
| 2,500&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: astscarc.pof&lt;br /&gt;
:Texture list: Ast_R1_04;Ast_R1_01;Ast_R1_03;Ast_R1_02;Ast_R1_Deb&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Asteroid_Field_1.jpeg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 1#3D&lt;br /&gt;
| 1,353&lt;br /&gt;
| 1,332&lt;br /&gt;
| 992&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField1-3D.pof&lt;br /&gt;
:Texture list: Rock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AsteroidField1_Flat.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 1#Flat&lt;br /&gt;
| 1,657&lt;br /&gt;
| 1,610&lt;br /&gt;
| 488&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField1-Flat.pof&lt;br /&gt;
:Texture list: Rock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AsteroidField2_3D.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 2#3D&lt;br /&gt;
| 2,262&lt;br /&gt;
| 2,110&lt;br /&gt;
| 1,919&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField2-3D.pof&lt;br /&gt;
:Texture list: Rock2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AsteroidField2_Flat.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 2#Flat&lt;br /&gt;
| 3,353&lt;br /&gt;
| 3,223&lt;br /&gt;
| 760&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField2-Flat.pof&lt;br /&gt;
:Texture list: Rock2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AsteroidField3_3D.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 3#3D&lt;br /&gt;
| 3,524&lt;br /&gt;
| 3,188&lt;br /&gt;
| 2,616&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField3-3D.pof&lt;br /&gt;
:Texture list: Rock3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AsteroidField3_Flat.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 3#Flat&lt;br /&gt;
| 3,953&lt;br /&gt;
| 3,815&lt;br /&gt;
| 1,077&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField3-Flat.pof&lt;br /&gt;
:Texture list: Rock3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Derelict 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Derelict 1&lt;br /&gt;
| 942.6&lt;br /&gt;
| 884.87&lt;br /&gt;
| 2052.3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: derelict1.pof&lt;br /&gt;
:Texture list: debris1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Derelict 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Derelict 2&lt;br /&gt;
| 288.05&lt;br /&gt;
| 365.61&lt;br /&gt;
| 830.07&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: derelict2.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 1&lt;br /&gt;
| 205.9&lt;br /&gt;
| 202.34&lt;br /&gt;
| 350.31&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk1.pof&lt;br /&gt;
:Texture list: debris1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 2&lt;br /&gt;
| 222.11&lt;br /&gt;
| 298.34&lt;br /&gt;
| 197.77&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk2.pof&lt;br /&gt;
:Texture list: debris1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 3&lt;br /&gt;
| 123.14&lt;br /&gt;
| 126.45&lt;br /&gt;
| 244.87&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk3.pof&lt;br /&gt;
:Texture list: debris2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 4.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 4&lt;br /&gt;
| 179.15&lt;br /&gt;
| 171.7&lt;br /&gt;
| 230.9&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk4.pof&lt;br /&gt;
:Texture list: debris2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 5.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 5&lt;br /&gt;
| 77.11&lt;br /&gt;
| 43.94&lt;br /&gt;
| 161.84&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk5.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 6.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 6&lt;br /&gt;
| 72.55&lt;br /&gt;
| 27.24&lt;br /&gt;
| 19.64&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk6.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 7.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 7&lt;br /&gt;
| 49.78&lt;br /&gt;
| 38.43&lt;br /&gt;
| 63.73&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk7.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 8.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 8&lt;br /&gt;
| 41.34&lt;br /&gt;
| 40.28&lt;br /&gt;
| 62.05&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk8.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 9.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 9&lt;br /&gt;
| 85.68&lt;br /&gt;
| 77.78&lt;br /&gt;
| 74.72&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk9.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 10.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 10&lt;br /&gt;
| 71.76&lt;br /&gt;
| 86.79&lt;br /&gt;
| 76.77&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk10.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 11.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 11&lt;br /&gt;
| 49.58&lt;br /&gt;
| 26.73&lt;br /&gt;
| 83.51&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk11.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 13.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 13&lt;br /&gt;
| 102.69&lt;br /&gt;
| 69.5&lt;br /&gt;
| 271.05&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk13.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 14.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 14&lt;br /&gt;
| 61.24&lt;br /&gt;
| 59.92&lt;br /&gt;
| 41.7&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk14.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:ArenaAsteroid.jpg|frameless|center|350x350px]]&lt;br /&gt;
| ArenaAsteroid&lt;br /&gt;
| 12,971&lt;br /&gt;
| 15,235&lt;br /&gt;
| 9,781&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Arenaroid.pof&lt;br /&gt;
:Texture list: arena-outerroid;arena-innerroid&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Blue Asteroid 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Blue Asteroid 1&lt;br /&gt;
| 8,705&lt;br /&gt;
| 18,291&lt;br /&gt;
| 8,974&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceMassive1.pof&lt;br /&gt;
:Texture list: AstScar_Main;AstScar_Ent;AstScar_Inside&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Blue Asteroid 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Blue Asteroid 2&lt;br /&gt;
| 5,811&lt;br /&gt;
| 10,204&lt;br /&gt;
| 7,152&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceMassive2.pof&lt;br /&gt;
:Texture list: AstScar2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Blue Asteroid 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Blue Asteroid 3&lt;br /&gt;
| 3,428&lt;br /&gt;
| 5,408&lt;br /&gt;
| 5,450&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceMassive3.pof&lt;br /&gt;
:Texture list: AstScar3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Huge Blue Asteroid 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Huge Blue Asteroid 1&lt;br /&gt;
| 1,149&lt;br /&gt;
| 1,247&lt;br /&gt;
| 1,765&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceHuge1.pof&lt;br /&gt;
:Texture list: AstHugeBlue1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Huge Blue Asteroid 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Huge Blue Asteroid 2&lt;br /&gt;
| 617.71&lt;br /&gt;
| 534.75&lt;br /&gt;
| 594.24&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceHuge2.pof&lt;br /&gt;
:Texture list: AstHugeBlue2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Large Blue Asteroid.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Large Blue Asteroid&lt;br /&gt;
| 244.76&lt;br /&gt;
| 271.88&lt;br /&gt;
| 219.07&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceLarge.pof&lt;br /&gt;
:Texture list: asteroid3-01&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Rocky Asteroid 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Rocky Asteroid 1&lt;br /&gt;
| 3,213&lt;br /&gt;
| 3,194&lt;br /&gt;
| 3,811&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-RockMassive1.pof&lt;br /&gt;
:Texture list: AstMassiveRock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Rocky Asteroid 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Rocky Asteroid 2&lt;br /&gt;
| 2,379&lt;br /&gt;
| 2,239&lt;br /&gt;
| 1,802&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-RockMassive2.pof&lt;br /&gt;
:Texture list: AstMassiveRock2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Rocky Asteroid 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Rocky Asteroid 3&lt;br /&gt;
| 3,055&lt;br /&gt;
| 3,808&lt;br /&gt;
| 2,130&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-RockMassive3.pof&lt;br /&gt;
:Texture list: AstMassiveRock3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Ore Asteroid.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ore Asteroid&lt;br /&gt;
| 51.83&lt;br /&gt;
| 51.99&lt;br /&gt;
| 48.24&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-Ore.pof&lt;br /&gt;
:Texture list: astore1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Salteroid.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Salteroid&lt;br /&gt;
| 2,044&lt;br /&gt;
| 1,858&lt;br /&gt;
| 3,942&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: asteroid-ice-cylinder.pof&lt;br /&gt;
:Texture list: aster-icecylinder&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Rock1Collection3D.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Rock1Collection3D&lt;br /&gt;
| 1,353&lt;br /&gt;
| 1,332&lt;br /&gt;
| 992&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Rock1Collection3D.pof&lt;br /&gt;
:Texture list: astmassiverock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Rock2Collection3D.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Rock2Collection3D&lt;br /&gt;
| 2,262&lt;br /&gt;
| 2,110&lt;br /&gt;
| 1,919&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Rock2Collection3D.pof&lt;br /&gt;
:Texture list: astmassiverock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Rock3Collection3D.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Rock3Collection3D&lt;br /&gt;
| 3,524&lt;br /&gt;
| 3,188&lt;br /&gt;
| 2,616&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Rock3Collection3D.pof&lt;br /&gt;
:Texture list: astmassiverock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Panels.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Panels&lt;br /&gt;
| 45.48&lt;br /&gt;
| 44.44&lt;br /&gt;
| 7.94&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Panels.pof&lt;br /&gt;
:Texture list: habdd&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:DebrisB.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris#B&lt;br /&gt;
| 72.77&lt;br /&gt;
| 340.85&lt;br /&gt;
| 93.9&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Wing Commander Saga team&lt;br /&gt;
| &lt;br /&gt;
:$POF File: tcs_caernaven_debris.pof&lt;br /&gt;
:Texture list: tcs_caernaven_d_1;debris01c&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* [https://fsnebula.org/mod/Wing_Commander_Saga Wing Commander Saga on Knossos | FSNebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:AsteroidA.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid#A&lt;br /&gt;
| 4,307&lt;br /&gt;
| 4,425&lt;br /&gt;
| 4,492&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Wing Commander Saga team&lt;br /&gt;
| &lt;br /&gt;
:$POF File: misc_asteroid_1.pof&lt;br /&gt;
:Texture list: asteroid_huge_01&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* [https://fsnebula.org/mod/Wing_Commander_Saga Wing Commander Saga on Knossos | FSNebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:DebrisA.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris#A&lt;br /&gt;
| 37&lt;br /&gt;
| 181.49&lt;br /&gt;
| 41.71&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Wing Commander Saga team&lt;br /&gt;
| &lt;br /&gt;
:$POF File: kis_zakhari_debris.pof&lt;br /&gt;
:Texture list: kilrathi_details_2;kilrathi_details_1;debris_1;kis_zakhari_3;kis_zakhari_1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* [https://fsnebula.org/mod/Wing_Commander_Saga Wing Commander Saga on Knossos | FSNebula]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>DefCynodont119</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=File:SpaceRocks-BigRock.jpg&amp;diff=63222</id>
		<title>File:SpaceRocks-BigRock.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=File:SpaceRocks-BigRock.jpg&amp;diff=63222"/>
		<updated>2021-03-01T04:17:26Z</updated>

		<summary type="html">&lt;p&gt;DefCynodont119: Medium-Small Asteroid, made by Shivan Hunter. Image taken in FRED by DefCynodont119&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Medium-Small Asteroid, made by Shivan Hunter. Image taken in FRED by DefCynodont119&lt;/div&gt;</summary>
		<author><name>DefCynodont119</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Static_props&amp;diff=63221</id>
		<title>Static props</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Static_props&amp;diff=63221"/>
		<updated>2021-03-01T04:11:09Z</updated>

		<summary type="html">&lt;p&gt;DefCynodont119: /* Space props */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Landscapes==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Thumbnail&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Width&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Height&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Length&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Turrets&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Fighterbays&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Credits&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Modding Resources&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Additional Info&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Links&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Landscape.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Landscape&lt;br /&gt;
| 100,000&lt;br /&gt;
| 100,000&lt;br /&gt;
| 1,950&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: landscape.pof&lt;br /&gt;
:Texture list: groundtile&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Landscape 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Landscape 2&lt;br /&gt;
| 5,910&lt;br /&gt;
| 5,910&lt;br /&gt;
| 992&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: landscape2.pof&lt;br /&gt;
:Texture list: groundtile2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Landscape 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Landscape 3&lt;br /&gt;
| 7,174&lt;br /&gt;
| 7,175&lt;br /&gt;
| 1,278&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: landscape3.pof&lt;br /&gt;
:Texture list: groundtile3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-City Layer.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Layer&lt;br /&gt;
| 5,329&lt;br /&gt;
| 4,510&lt;br /&gt;
| 289&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: cor_layer1.pof&lt;br /&gt;
:Texture list: Bdebris;grass2;cor_streets;groundtile2;invisible;cor_spaceport;insttex04;darkgrey&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Moon Landscape.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Moon Landscape&lt;br /&gt;
| 200,000&lt;br /&gt;
| 200,000&lt;br /&gt;
| 2,490&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Moon_Landscape.pof&lt;br /&gt;
:Texture list: moon01&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:The GRID.jpg|frameless|center|350x350px]]&lt;br /&gt;
| The GRID&lt;br /&gt;
| 20,009&lt;br /&gt;
| 20,009&lt;br /&gt;
| 9&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: GRID.pof&lt;br /&gt;
:Texture list: GRID-trans&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:CityBlock-Burbs.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Block#Burbs&lt;br /&gt;
| 1,500&lt;br /&gt;
| 1,500&lt;br /&gt;
| 87&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: city1.pof&lt;br /&gt;
:Texture list: bldg;struts;uefplate5;cor_streets&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:CityBlock-CBD.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Block#CBD&lt;br /&gt;
| 1,500&lt;br /&gt;
| 1,500&lt;br /&gt;
| 277&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: city2.pof&lt;br /&gt;
:Texture list: bldg2;struts;uefplate5;cor_streets&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:CityBlock-CBD2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Block#CBD2&lt;br /&gt;
| 1,500&lt;br /&gt;
| 1,500&lt;br /&gt;
| 367&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: city3.pof&lt;br /&gt;
:Texture list: bldg;Struts;uefplate5;skyscraperblue;skyscraperblue2;bldg2;bldg3;cor_streets&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:CityBlock-Park.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Block#Park&lt;br /&gt;
| 1,500&lt;br /&gt;
| 1,501&lt;br /&gt;
| 65&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: citypark.pof&lt;br /&gt;
:Texture list: cor_streets;bldg3;Struts;grass3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Paris Landscape.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Paris Landscape&lt;br /&gt;
| 1,728&lt;br /&gt;
| 1,728&lt;br /&gt;
| 409&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Exile_Other_Paris.pof&lt;br /&gt;
:Texture list: eiffeltile;GTAtile1;invisible&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:ParisLandscape-Hills.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Paris Landscape#Hills&lt;br /&gt;
| 100,001&lt;br /&gt;
| 100,001&lt;br /&gt;
| 4,571&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Exile_Other_ParisHills.pof&lt;br /&gt;
:Texture list: ParisGrass&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:MoonLandscape-TI.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Moon Heroscape&lt;br /&gt;
| 25,000&lt;br /&gt;
| 25,000&lt;br /&gt;
| 119&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Heroscape2.pof&lt;br /&gt;
:Texture list: HRMoon;invisible&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Moon Hills.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Moon Hills&lt;br /&gt;
| 75,000&lt;br /&gt;
| 75,000&lt;br /&gt;
| 6,412&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Hills.pof&lt;br /&gt;
:Texture list: HRMoon&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:MoonLandscape2-TI.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Moon Landscape&lt;br /&gt;
| 75,000&lt;br /&gt;
| 75,000&lt;br /&gt;
| 3,098&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: LScape.pof&lt;br /&gt;
:Texture list: HRMoon&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Crater1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Crater1&lt;br /&gt;
| 1,692&lt;br /&gt;
| 1,692&lt;br /&gt;
| 73&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Crater1.pof&lt;br /&gt;
:Texture list: Crater1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Crater2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Crater2&lt;br /&gt;
| 2,463&lt;br /&gt;
| 2,463&lt;br /&gt;
| 217&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Crater2.pof&lt;br /&gt;
:Texture list: Crater2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Vestenra Isle.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Vestenra Isle&lt;br /&gt;
| 41,088&lt;br /&gt;
| 41,088&lt;br /&gt;
| 1,615&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Landscape_Vestenra.pof&lt;br /&gt;
:Texture list: Bdebris;Unbenannt-map;ground2;ground1;ground3;ground4;awactile1;install01-04;b2dmg;damage;b9dmg;b4dmg;b8dmg;b3dmg;b8_2dmg;b1dmg;b2;b1;b3;b4;b8;b8_2;b9;cor_spaceport;UV2048;fire-trans;C_Prison&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Vestenra Lights.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Vestenra Lights&lt;br /&gt;
| 4,016&lt;br /&gt;
| 4,497&lt;br /&gt;
| 987&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Vestenra_Lights.pof&lt;br /&gt;
:Texture list: Bdebris;sLight;s_light_ray-trans;sLight_dest;fire-trans&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Shadow Genesis Nodemap.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Shadow Genesis Nodemap&lt;br /&gt;
| 2,500&lt;br /&gt;
| 2,500&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: BH_Nodemap.pof&lt;br /&gt;
:Texture list: nodemap&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Hephaestus Landscape.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Hephaestus Landscape&lt;br /&gt;
| 100,001&lt;br /&gt;
| 100,001&lt;br /&gt;
| 4,571&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Hephaestus_Landscape.pof&lt;br /&gt;
:Texture list: Deep-Freeze&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Frozen Sea.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Frozen Sea&lt;br /&gt;
| 400,000&lt;br /&gt;
| 400,000&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Iced_Sea.pof&lt;br /&gt;
:Texture list: deep-freeze;muddy-ice&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Iced Isle 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Iced Isle 1&lt;br /&gt;
| 9,626&lt;br /&gt;
| 9,693&lt;br /&gt;
| 1,515&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: isle1.pof&lt;br /&gt;
:Texture list: deep-freeze;deep-freeze;deep-freeze;deep-freeze;invisible&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Iced Isle 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Iced Isle 2&lt;br /&gt;
| 16,176&lt;br /&gt;
| 15,446&lt;br /&gt;
| 2,632&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: isle2.pof&lt;br /&gt;
:Texture list: deep-freeze;muddy-ice&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Iced Isle 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Iced Isle 3&lt;br /&gt;
| 8,214&lt;br /&gt;
| 8,421&lt;br /&gt;
| 1,111&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: isle3.pof&lt;br /&gt;
:Texture list: deep-freeze;deep-freeze;deep-freeze;deep-freeze&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ground buildings / Props==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Thumbnail&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Width&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Height&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Length&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Turrets&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Fighterbays&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Credits&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Modding Resources&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Additional Info&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Links&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Antennae.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Antennae&lt;br /&gt;
| 229.25&lt;br /&gt;
| 190.48&lt;br /&gt;
| 147.06&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundantennae.pof&lt;br /&gt;
:Texture list: citadel;cwhull1&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Light Turret Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Light Turret Tower&lt;br /&gt;
| 40.12&lt;br /&gt;
| 43.66&lt;br /&gt;
| 33.86&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundlturret.pof&lt;br /&gt;
:Texture list: groundbase;pdturret&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Light Missile Tower.jpg|frameless|right|center|350x350px]]&lt;br /&gt;
| Light Missile Tower&lt;br /&gt;
| 40.12&lt;br /&gt;
| 43.66&lt;br /&gt;
| 35.58&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundmturret.pof&lt;br /&gt;
:Texture list: groundbase;pdturret;missile_l&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Heavy Turret Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Heavy Turret Tower&lt;br /&gt;
| 133.75&lt;br /&gt;
| 145.53&lt;br /&gt;
| 113.45&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundhturret.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Missile Silo.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Missile Silo&lt;br /&gt;
| 124.82&lt;br /&gt;
| 83.55&lt;br /&gt;
| 27.73&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundmturret2.pof&lt;br /&gt;
:Texture list: invisible;modular2&lt;br /&gt;
| &lt;br /&gt;
There are two animated doors on top with two turret firepoints each&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Tower&lt;br /&gt;
| 346.36&lt;br /&gt;
| 364.2&lt;br /&gt;
| 335.86&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundtower.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Panel.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Panel&lt;br /&gt;
| 200.62&lt;br /&gt;
| 218.29&lt;br /&gt;
| 234.71&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundpanel.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Station.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Station&lt;br /&gt;
| 949&lt;br /&gt;
| 2,178&lt;br /&gt;
| 591&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundstation.pof&lt;br /&gt;
:Texture list: station;stationdebris&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Hangar.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Hangar&lt;br /&gt;
| 822.99&lt;br /&gt;
| 731.97&lt;br /&gt;
| 182.47&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundhangar.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Energy.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Energy&lt;br /&gt;
| 292.58&lt;br /&gt;
| 365.99&lt;br /&gt;
| 158.51&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundenergy.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Warehouse.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Warehouse&lt;br /&gt;
| 292.58&lt;br /&gt;
| 365.99&lt;br /&gt;
| 100.15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundwarehouse.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Cometary Habitat.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Cometary Habitat&lt;br /&gt;
| 307.29&lt;br /&gt;
| 887.55&lt;br /&gt;
| 677.19&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: GEF_Habitat.pof&lt;br /&gt;
:Texture list: eezoCompleteMap;shiphull6&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Luna City.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Luna City&lt;br /&gt;
| 12,356&lt;br /&gt;
| 12,365&lt;br /&gt;
| 1,295&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Luna_City.pof&lt;br /&gt;
:Texture list: baseplating;uefplate;vctile4;shiphull7;uefplate2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Luna Dome.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Luna Dome&lt;br /&gt;
| 2,007&lt;br /&gt;
| 2,007&lt;br /&gt;
| 1,073&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Luna_Dome.pof&lt;br /&gt;
:Texture list: chg-capital01-03;lights;shiphull7;uefplate;capital11-01a;helheim03a&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Lunar Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Lunar Tower&lt;br /&gt;
| 550.44&lt;br /&gt;
| 514.25&lt;br /&gt;
| 180.45&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Lunar_Tower.pof&lt;br /&gt;
:Texture list: uefplate2;baseplating&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Lunar Magnetic Levitator.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Lunar Magnetic Levitator&lt;br /&gt;
| 130&lt;br /&gt;
| 104,261&lt;br /&gt;
| 69&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Lunar_Mag_Lev.pof&lt;br /&gt;
:Texture list: shiphull7&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:City Base.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Base&lt;br /&gt;
| 4,180&lt;br /&gt;
| 4,180&lt;br /&gt;
| 106&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: City_Base.pof&lt;br /&gt;
:Texture list: uefplate5&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Skyscraper 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Skyscraper 2&lt;br /&gt;
| 190.8&lt;br /&gt;
| 184.39&lt;br /&gt;
| 386.47&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: skyscraper2.pof&lt;br /&gt;
:Texture list: build1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Skyscraper 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Skyscraper 3&lt;br /&gt;
| 96.42&lt;br /&gt;
| 96.42&lt;br /&gt;
| 626.56&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: skyscraper3.pof&lt;br /&gt;
:Texture list: build2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Skyscraper 4.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Skyscraper 4&lt;br /&gt;
| 150&lt;br /&gt;
| 193.75&lt;br /&gt;
| 466.25&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: skyscraper4.pof&lt;br /&gt;
:Texture list: building8_2;building8&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Space Port.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Space Port&lt;br /&gt;
| 60.44&lt;br /&gt;
| 60.44&lt;br /&gt;
| 60.44&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: spaceport.pof&lt;br /&gt;
:Texture list: invisible;invisible;cor_spaceport;insttex04&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Biodome-Struts.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Biodome-Struts&lt;br /&gt;
| 200&lt;br /&gt;
| 200&lt;br /&gt;
| 105.81&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Biodome-Struts.pof&lt;br /&gt;
:Texture list: biodome;Struts&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Biodome-Glass.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Biodome-Glass&lt;br /&gt;
| 192.64&lt;br /&gt;
| 192.57&lt;br /&gt;
| 94.67&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Biodome-Glass.pof&lt;br /&gt;
:Texture list: GoldGlass&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Big Building.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Big Building&lt;br /&gt;
| 510.22&lt;br /&gt;
| 508.29&lt;br /&gt;
| 880.92&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Terran_Centrum.pof&lt;br /&gt;
:Texture list: super_build&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Sensor Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Sensor Tower&lt;br /&gt;
| 57.24&lt;br /&gt;
| 50.8&lt;br /&gt;
| 102.06&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Pylon.pof&lt;br /&gt;
:Texture list: rtower;RTower-deb;damage&lt;br /&gt;
| &lt;br /&gt;
The dish is a rotating subobject.&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Fighterbay.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Fighterbay&lt;br /&gt;
| 228.44&lt;br /&gt;
| 293.83&lt;br /&gt;
| 138.28&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: MoonFB.pof&lt;br /&gt;
:Texture list: HRMoon;MareTile;LHD-Body&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Bridge.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Bridge&lt;br /&gt;
| 55&lt;br /&gt;
| 1,100&lt;br /&gt;
| 298&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Bridge.pof&lt;br /&gt;
:Texture list: road-tile WIP2;awactile2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Artillery Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Artillery Tower&lt;br /&gt;
| 236.94&lt;br /&gt;
| 207.71&lt;br /&gt;
| 437.17&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Artillery_Tower.pof&lt;br /&gt;
:Texture list: tcov3ab;lights2;doctile3ab;tcov2ab;doctile1ab;tcov7;Beam4;SP&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Ice Mountain.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ice Mountain&lt;br /&gt;
| 317.47&lt;br /&gt;
| 320.1&lt;br /&gt;
| 585.54&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: isle4.pof&lt;br /&gt;
:Texture list: deep-freeze&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Space props==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Thumbnail&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Width&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Height&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Length&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Turrets&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Fighterbays&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Credits&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Modding Resources&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Additional Info&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Links&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AstLayer.jpg|frameless|center|350x350px]]&lt;br /&gt;
| AstLayer&lt;br /&gt;
| 1,491,093&lt;br /&gt;
| 1,468,440&lt;br /&gt;
| 241,650&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: astlayer.pof&lt;br /&gt;
:Texture list: invisible;invisible;AstLayer&lt;br /&gt;
| &lt;br /&gt;
Slowly rotating mesh made of flat textures to be used as a background.&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:SpaceRocks-BigRock5.jpg|frameless|center|350x350px]] &lt;br /&gt;
| BigRock5&lt;br /&gt;
| 6998&lt;br /&gt;
| 6733&lt;br /&gt;
| 6774&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: bigrock5.pof&lt;br /&gt;
:Texture list: bigrock5&lt;br /&gt;
| &lt;br /&gt;
Massive asteroid that bears a resemblance to Saturn&#039;s moon Mimas.&lt;br /&gt;
| &lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:SpaceRocks-BigRock4.jpg|frameless|center|350x350px]] &lt;br /&gt;
| BigRock4&lt;br /&gt;
| 2142&lt;br /&gt;
| 2371&lt;br /&gt;
| 2068&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: BigRock4.pof&lt;br /&gt;
:Texture list: BigRock4&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:SpaceRocks-BigRock3.jpg|frameless|center|350x350px]] &lt;br /&gt;
| BigRock3&lt;br /&gt;
| 880&lt;br /&gt;
| 882&lt;br /&gt;
| 852&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: BigRock3.pof&lt;br /&gt;
:Texture list: BigRock3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:SpaceRocks-BigRock2.jpg|frameless|center|350x350px]] &lt;br /&gt;
| Bigrock2&lt;br /&gt;
| 645&lt;br /&gt;
| 482&lt;br /&gt;
| 440&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Bigrock2.pof&lt;br /&gt;
:Texture list: Bigrock2&lt;br /&gt;
| &lt;br /&gt;
Mid-sized asteroid that bears a resemblance to 67P/Churyumov–Gerasimenko.&lt;br /&gt;
| &lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Scar Asteroid.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Scar Asteroid&lt;br /&gt;
| 8,738&lt;br /&gt;
| 18,299&lt;br /&gt;
| 8,993&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: astscar.pof&lt;br /&gt;
:Texture list: AstScar_B;AstScar_A;AstScar_C;AstScar_D&lt;br /&gt;
| &lt;br /&gt;
The infamous Scar Asteroid first featured in BtRL, with a modeled interior cave.&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Scar Asteroid C.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Scar Asteroid C&lt;br /&gt;
| 4,025&lt;br /&gt;
| 2,070&lt;br /&gt;
| 2,500&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: astscarc.pof&lt;br /&gt;
:Texture list: Ast_R1_04;Ast_R1_01;Ast_R1_03;Ast_R1_02;Ast_R1_Deb&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Asteroid_Field_1.jpeg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 1#3D&lt;br /&gt;
| 1,353&lt;br /&gt;
| 1,332&lt;br /&gt;
| 992&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField1-3D.pof&lt;br /&gt;
:Texture list: Rock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AsteroidField1_Flat.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 1#Flat&lt;br /&gt;
| 1,657&lt;br /&gt;
| 1,610&lt;br /&gt;
| 488&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField1-Flat.pof&lt;br /&gt;
:Texture list: Rock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AsteroidField2_3D.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 2#3D&lt;br /&gt;
| 2,262&lt;br /&gt;
| 2,110&lt;br /&gt;
| 1,919&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField2-3D.pof&lt;br /&gt;
:Texture list: Rock2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AsteroidField2_Flat.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 2#Flat&lt;br /&gt;
| 3,353&lt;br /&gt;
| 3,223&lt;br /&gt;
| 760&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField2-Flat.pof&lt;br /&gt;
:Texture list: Rock2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AsteroidField3_3D.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 3#3D&lt;br /&gt;
| 3,524&lt;br /&gt;
| 3,188&lt;br /&gt;
| 2,616&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField3-3D.pof&lt;br /&gt;
:Texture list: Rock3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AsteroidField3_Flat.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 3#Flat&lt;br /&gt;
| 3,953&lt;br /&gt;
| 3,815&lt;br /&gt;
| 1,077&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField3-Flat.pof&lt;br /&gt;
:Texture list: Rock3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Derelict 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Derelict 1&lt;br /&gt;
| 942.6&lt;br /&gt;
| 884.87&lt;br /&gt;
| 2052.3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: derelict1.pof&lt;br /&gt;
:Texture list: debris1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Derelict 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Derelict 2&lt;br /&gt;
| 288.05&lt;br /&gt;
| 365.61&lt;br /&gt;
| 830.07&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: derelict2.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 1&lt;br /&gt;
| 205.9&lt;br /&gt;
| 202.34&lt;br /&gt;
| 350.31&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk1.pof&lt;br /&gt;
:Texture list: debris1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 2&lt;br /&gt;
| 222.11&lt;br /&gt;
| 298.34&lt;br /&gt;
| 197.77&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk2.pof&lt;br /&gt;
:Texture list: debris1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 3&lt;br /&gt;
| 123.14&lt;br /&gt;
| 126.45&lt;br /&gt;
| 244.87&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk3.pof&lt;br /&gt;
:Texture list: debris2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 4.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 4&lt;br /&gt;
| 179.15&lt;br /&gt;
| 171.7&lt;br /&gt;
| 230.9&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk4.pof&lt;br /&gt;
:Texture list: debris2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 5.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 5&lt;br /&gt;
| 77.11&lt;br /&gt;
| 43.94&lt;br /&gt;
| 161.84&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk5.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 6.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 6&lt;br /&gt;
| 72.55&lt;br /&gt;
| 27.24&lt;br /&gt;
| 19.64&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk6.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 7.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 7&lt;br /&gt;
| 49.78&lt;br /&gt;
| 38.43&lt;br /&gt;
| 63.73&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk7.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 8.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 8&lt;br /&gt;
| 41.34&lt;br /&gt;
| 40.28&lt;br /&gt;
| 62.05&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk8.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 9.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 9&lt;br /&gt;
| 85.68&lt;br /&gt;
| 77.78&lt;br /&gt;
| 74.72&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk9.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 10.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 10&lt;br /&gt;
| 71.76&lt;br /&gt;
| 86.79&lt;br /&gt;
| 76.77&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk10.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 11.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 11&lt;br /&gt;
| 49.58&lt;br /&gt;
| 26.73&lt;br /&gt;
| 83.51&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk11.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 13.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 13&lt;br /&gt;
| 102.69&lt;br /&gt;
| 69.5&lt;br /&gt;
| 271.05&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk13.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 14.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 14&lt;br /&gt;
| 61.24&lt;br /&gt;
| 59.92&lt;br /&gt;
| 41.7&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk14.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:ArenaAsteroid.jpg|frameless|center|350x350px]]&lt;br /&gt;
| ArenaAsteroid&lt;br /&gt;
| 12,971&lt;br /&gt;
| 15,235&lt;br /&gt;
| 9,781&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Arenaroid.pof&lt;br /&gt;
:Texture list: arena-outerroid;arena-innerroid&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Blue Asteroid 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Blue Asteroid 1&lt;br /&gt;
| 8,705&lt;br /&gt;
| 18,291&lt;br /&gt;
| 8,974&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceMassive1.pof&lt;br /&gt;
:Texture list: AstScar_Main;AstScar_Ent;AstScar_Inside&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Blue Asteroid 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Blue Asteroid 2&lt;br /&gt;
| 5,811&lt;br /&gt;
| 10,204&lt;br /&gt;
| 7,152&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceMassive2.pof&lt;br /&gt;
:Texture list: AstScar2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Blue Asteroid 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Blue Asteroid 3&lt;br /&gt;
| 3,428&lt;br /&gt;
| 5,408&lt;br /&gt;
| 5,450&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceMassive3.pof&lt;br /&gt;
:Texture list: AstScar3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Huge Blue Asteroid 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Huge Blue Asteroid 1&lt;br /&gt;
| 1,149&lt;br /&gt;
| 1,247&lt;br /&gt;
| 1,765&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceHuge1.pof&lt;br /&gt;
:Texture list: AstHugeBlue1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Huge Blue Asteroid 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Huge Blue Asteroid 2&lt;br /&gt;
| 617.71&lt;br /&gt;
| 534.75&lt;br /&gt;
| 594.24&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceHuge2.pof&lt;br /&gt;
:Texture list: AstHugeBlue2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Large Blue Asteroid.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Large Blue Asteroid&lt;br /&gt;
| 244.76&lt;br /&gt;
| 271.88&lt;br /&gt;
| 219.07&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceLarge.pof&lt;br /&gt;
:Texture list: asteroid3-01&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Rocky Asteroid 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Rocky Asteroid 1&lt;br /&gt;
| 3,213&lt;br /&gt;
| 3,194&lt;br /&gt;
| 3,811&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-RockMassive1.pof&lt;br /&gt;
:Texture list: AstMassiveRock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Rocky Asteroid 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Rocky Asteroid 2&lt;br /&gt;
| 2,379&lt;br /&gt;
| 2,239&lt;br /&gt;
| 1,802&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-RockMassive2.pof&lt;br /&gt;
:Texture list: AstMassiveRock2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Rocky Asteroid 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Rocky Asteroid 3&lt;br /&gt;
| 3,055&lt;br /&gt;
| 3,808&lt;br /&gt;
| 2,130&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-RockMassive3.pof&lt;br /&gt;
:Texture list: AstMassiveRock3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Ore Asteroid.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ore Asteroid&lt;br /&gt;
| 51.83&lt;br /&gt;
| 51.99&lt;br /&gt;
| 48.24&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-Ore.pof&lt;br /&gt;
:Texture list: astore1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Salteroid.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Salteroid&lt;br /&gt;
| 2,044&lt;br /&gt;
| 1,858&lt;br /&gt;
| 3,942&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: asteroid-ice-cylinder.pof&lt;br /&gt;
:Texture list: aster-icecylinder&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Rock1Collection3D.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Rock1Collection3D&lt;br /&gt;
| 1,353&lt;br /&gt;
| 1,332&lt;br /&gt;
| 992&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Rock1Collection3D.pof&lt;br /&gt;
:Texture list: astmassiverock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Rock2Collection3D.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Rock2Collection3D&lt;br /&gt;
| 2,262&lt;br /&gt;
| 2,110&lt;br /&gt;
| 1,919&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Rock2Collection3D.pof&lt;br /&gt;
:Texture list: astmassiverock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Rock3Collection3D.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Rock3Collection3D&lt;br /&gt;
| 3,524&lt;br /&gt;
| 3,188&lt;br /&gt;
| 2,616&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Rock3Collection3D.pof&lt;br /&gt;
:Texture list: astmassiverock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Panels.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Panels&lt;br /&gt;
| 45.48&lt;br /&gt;
| 44.44&lt;br /&gt;
| 7.94&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Panels.pof&lt;br /&gt;
:Texture list: habdd&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:DebrisB.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris#B&lt;br /&gt;
| 72.77&lt;br /&gt;
| 340.85&lt;br /&gt;
| 93.9&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Wing Commander Saga team&lt;br /&gt;
| &lt;br /&gt;
:$POF File: tcs_caernaven_debris.pof&lt;br /&gt;
:Texture list: tcs_caernaven_d_1;debris01c&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* [https://fsnebula.org/mod/Wing_Commander_Saga Wing Commander Saga on Knossos | FSNebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:AsteroidA.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid#A&lt;br /&gt;
| 4,307&lt;br /&gt;
| 4,425&lt;br /&gt;
| 4,492&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Wing Commander Saga team&lt;br /&gt;
| &lt;br /&gt;
:$POF File: misc_asteroid_1.pof&lt;br /&gt;
:Texture list: asteroid_huge_01&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* [https://fsnebula.org/mod/Wing_Commander_Saga Wing Commander Saga on Knossos | FSNebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:DebrisA.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris#A&lt;br /&gt;
| 37&lt;br /&gt;
| 181.49&lt;br /&gt;
| 41.71&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Wing Commander Saga team&lt;br /&gt;
| &lt;br /&gt;
:$POF File: kis_zakhari_debris.pof&lt;br /&gt;
:Texture list: kilrathi_details_2;kilrathi_details_1;debris_1;kis_zakhari_3;kis_zakhari_1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* [https://fsnebula.org/mod/Wing_Commander_Saga Wing Commander Saga on Knossos | FSNebula]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>DefCynodont119</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=File:SpaceRocks-BigRock2.jpg&amp;diff=63220</id>
		<title>File:SpaceRocks-BigRock2.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=File:SpaceRocks-BigRock2.jpg&amp;diff=63220"/>
		<updated>2021-03-01T04:06:55Z</updated>

		<summary type="html">&lt;p&gt;DefCynodont119: Medium Asteroid, made by Shivan Hunter. Image taken in FRED by DefCynodont119&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Medium Asteroid, made by Shivan Hunter. Image taken in FRED by DefCynodont119&lt;/div&gt;</summary>
		<author><name>DefCynodont119</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Static_props&amp;diff=63219</id>
		<title>Static props</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Static_props&amp;diff=63219"/>
		<updated>2021-03-01T04:01:12Z</updated>

		<summary type="html">&lt;p&gt;DefCynodont119: /* Space props */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Landscapes==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Thumbnail&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Width&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Height&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Length&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Turrets&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Fighterbays&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Credits&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Modding Resources&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Additional Info&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Links&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Landscape.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Landscape&lt;br /&gt;
| 100,000&lt;br /&gt;
| 100,000&lt;br /&gt;
| 1,950&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: landscape.pof&lt;br /&gt;
:Texture list: groundtile&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Landscape 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Landscape 2&lt;br /&gt;
| 5,910&lt;br /&gt;
| 5,910&lt;br /&gt;
| 992&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: landscape2.pof&lt;br /&gt;
:Texture list: groundtile2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Landscape 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Landscape 3&lt;br /&gt;
| 7,174&lt;br /&gt;
| 7,175&lt;br /&gt;
| 1,278&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: landscape3.pof&lt;br /&gt;
:Texture list: groundtile3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-City Layer.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Layer&lt;br /&gt;
| 5,329&lt;br /&gt;
| 4,510&lt;br /&gt;
| 289&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: cor_layer1.pof&lt;br /&gt;
:Texture list: Bdebris;grass2;cor_streets;groundtile2;invisible;cor_spaceport;insttex04;darkgrey&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Moon Landscape.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Moon Landscape&lt;br /&gt;
| 200,000&lt;br /&gt;
| 200,000&lt;br /&gt;
| 2,490&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Moon_Landscape.pof&lt;br /&gt;
:Texture list: moon01&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:The GRID.jpg|frameless|center|350x350px]]&lt;br /&gt;
| The GRID&lt;br /&gt;
| 20,009&lt;br /&gt;
| 20,009&lt;br /&gt;
| 9&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: GRID.pof&lt;br /&gt;
:Texture list: GRID-trans&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:CityBlock-Burbs.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Block#Burbs&lt;br /&gt;
| 1,500&lt;br /&gt;
| 1,500&lt;br /&gt;
| 87&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: city1.pof&lt;br /&gt;
:Texture list: bldg;struts;uefplate5;cor_streets&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:CityBlock-CBD.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Block#CBD&lt;br /&gt;
| 1,500&lt;br /&gt;
| 1,500&lt;br /&gt;
| 277&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: city2.pof&lt;br /&gt;
:Texture list: bldg2;struts;uefplate5;cor_streets&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:CityBlock-CBD2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Block#CBD2&lt;br /&gt;
| 1,500&lt;br /&gt;
| 1,500&lt;br /&gt;
| 367&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: city3.pof&lt;br /&gt;
:Texture list: bldg;Struts;uefplate5;skyscraperblue;skyscraperblue2;bldg2;bldg3;cor_streets&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:CityBlock-Park.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Block#Park&lt;br /&gt;
| 1,500&lt;br /&gt;
| 1,501&lt;br /&gt;
| 65&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: citypark.pof&lt;br /&gt;
:Texture list: cor_streets;bldg3;Struts;grass3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Paris Landscape.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Paris Landscape&lt;br /&gt;
| 1,728&lt;br /&gt;
| 1,728&lt;br /&gt;
| 409&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Exile_Other_Paris.pof&lt;br /&gt;
:Texture list: eiffeltile;GTAtile1;invisible&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:ParisLandscape-Hills.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Paris Landscape#Hills&lt;br /&gt;
| 100,001&lt;br /&gt;
| 100,001&lt;br /&gt;
| 4,571&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Exile_Other_ParisHills.pof&lt;br /&gt;
:Texture list: ParisGrass&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:MoonLandscape-TI.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Moon Heroscape&lt;br /&gt;
| 25,000&lt;br /&gt;
| 25,000&lt;br /&gt;
| 119&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Heroscape2.pof&lt;br /&gt;
:Texture list: HRMoon;invisible&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Moon Hills.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Moon Hills&lt;br /&gt;
| 75,000&lt;br /&gt;
| 75,000&lt;br /&gt;
| 6,412&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Hills.pof&lt;br /&gt;
:Texture list: HRMoon&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:MoonLandscape2-TI.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Moon Landscape&lt;br /&gt;
| 75,000&lt;br /&gt;
| 75,000&lt;br /&gt;
| 3,098&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: LScape.pof&lt;br /&gt;
:Texture list: HRMoon&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Crater1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Crater1&lt;br /&gt;
| 1,692&lt;br /&gt;
| 1,692&lt;br /&gt;
| 73&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Crater1.pof&lt;br /&gt;
:Texture list: Crater1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Crater2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Crater2&lt;br /&gt;
| 2,463&lt;br /&gt;
| 2,463&lt;br /&gt;
| 217&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Crater2.pof&lt;br /&gt;
:Texture list: Crater2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Vestenra Isle.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Vestenra Isle&lt;br /&gt;
| 41,088&lt;br /&gt;
| 41,088&lt;br /&gt;
| 1,615&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Landscape_Vestenra.pof&lt;br /&gt;
:Texture list: Bdebris;Unbenannt-map;ground2;ground1;ground3;ground4;awactile1;install01-04;b2dmg;damage;b9dmg;b4dmg;b8dmg;b3dmg;b8_2dmg;b1dmg;b2;b1;b3;b4;b8;b8_2;b9;cor_spaceport;UV2048;fire-trans;C_Prison&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Vestenra Lights.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Vestenra Lights&lt;br /&gt;
| 4,016&lt;br /&gt;
| 4,497&lt;br /&gt;
| 987&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Vestenra_Lights.pof&lt;br /&gt;
:Texture list: Bdebris;sLight;s_light_ray-trans;sLight_dest;fire-trans&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Shadow Genesis Nodemap.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Shadow Genesis Nodemap&lt;br /&gt;
| 2,500&lt;br /&gt;
| 2,500&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: BH_Nodemap.pof&lt;br /&gt;
:Texture list: nodemap&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Hephaestus Landscape.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Hephaestus Landscape&lt;br /&gt;
| 100,001&lt;br /&gt;
| 100,001&lt;br /&gt;
| 4,571&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Hephaestus_Landscape.pof&lt;br /&gt;
:Texture list: Deep-Freeze&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Frozen Sea.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Frozen Sea&lt;br /&gt;
| 400,000&lt;br /&gt;
| 400,000&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Iced_Sea.pof&lt;br /&gt;
:Texture list: deep-freeze;muddy-ice&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Iced Isle 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Iced Isle 1&lt;br /&gt;
| 9,626&lt;br /&gt;
| 9,693&lt;br /&gt;
| 1,515&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: isle1.pof&lt;br /&gt;
:Texture list: deep-freeze;deep-freeze;deep-freeze;deep-freeze;invisible&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Iced Isle 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Iced Isle 2&lt;br /&gt;
| 16,176&lt;br /&gt;
| 15,446&lt;br /&gt;
| 2,632&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: isle2.pof&lt;br /&gt;
:Texture list: deep-freeze;muddy-ice&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Iced Isle 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Iced Isle 3&lt;br /&gt;
| 8,214&lt;br /&gt;
| 8,421&lt;br /&gt;
| 1,111&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: isle3.pof&lt;br /&gt;
:Texture list: deep-freeze;deep-freeze;deep-freeze;deep-freeze&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ground buildings / Props==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Thumbnail&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Width&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Height&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Length&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Turrets&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Fighterbays&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Credits&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Modding Resources&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Additional Info&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Links&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Antennae.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Antennae&lt;br /&gt;
| 229.25&lt;br /&gt;
| 190.48&lt;br /&gt;
| 147.06&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundantennae.pof&lt;br /&gt;
:Texture list: citadel;cwhull1&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Light Turret Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Light Turret Tower&lt;br /&gt;
| 40.12&lt;br /&gt;
| 43.66&lt;br /&gt;
| 33.86&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundlturret.pof&lt;br /&gt;
:Texture list: groundbase;pdturret&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Light Missile Tower.jpg|frameless|right|center|350x350px]]&lt;br /&gt;
| Light Missile Tower&lt;br /&gt;
| 40.12&lt;br /&gt;
| 43.66&lt;br /&gt;
| 35.58&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundmturret.pof&lt;br /&gt;
:Texture list: groundbase;pdturret;missile_l&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Heavy Turret Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Heavy Turret Tower&lt;br /&gt;
| 133.75&lt;br /&gt;
| 145.53&lt;br /&gt;
| 113.45&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundhturret.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Missile Silo.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Missile Silo&lt;br /&gt;
| 124.82&lt;br /&gt;
| 83.55&lt;br /&gt;
| 27.73&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundmturret2.pof&lt;br /&gt;
:Texture list: invisible;modular2&lt;br /&gt;
| &lt;br /&gt;
There are two animated doors on top with two turret firepoints each&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Tower&lt;br /&gt;
| 346.36&lt;br /&gt;
| 364.2&lt;br /&gt;
| 335.86&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundtower.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Panel.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Panel&lt;br /&gt;
| 200.62&lt;br /&gt;
| 218.29&lt;br /&gt;
| 234.71&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundpanel.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Station.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Station&lt;br /&gt;
| 949&lt;br /&gt;
| 2,178&lt;br /&gt;
| 591&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundstation.pof&lt;br /&gt;
:Texture list: station;stationdebris&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Hangar.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Hangar&lt;br /&gt;
| 822.99&lt;br /&gt;
| 731.97&lt;br /&gt;
| 182.47&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundhangar.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Energy.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Energy&lt;br /&gt;
| 292.58&lt;br /&gt;
| 365.99&lt;br /&gt;
| 158.51&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundenergy.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Warehouse.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Warehouse&lt;br /&gt;
| 292.58&lt;br /&gt;
| 365.99&lt;br /&gt;
| 100.15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundwarehouse.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Cometary Habitat.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Cometary Habitat&lt;br /&gt;
| 307.29&lt;br /&gt;
| 887.55&lt;br /&gt;
| 677.19&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: GEF_Habitat.pof&lt;br /&gt;
:Texture list: eezoCompleteMap;shiphull6&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Luna City.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Luna City&lt;br /&gt;
| 12,356&lt;br /&gt;
| 12,365&lt;br /&gt;
| 1,295&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Luna_City.pof&lt;br /&gt;
:Texture list: baseplating;uefplate;vctile4;shiphull7;uefplate2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Luna Dome.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Luna Dome&lt;br /&gt;
| 2,007&lt;br /&gt;
| 2,007&lt;br /&gt;
| 1,073&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Luna_Dome.pof&lt;br /&gt;
:Texture list: chg-capital01-03;lights;shiphull7;uefplate;capital11-01a;helheim03a&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Lunar Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Lunar Tower&lt;br /&gt;
| 550.44&lt;br /&gt;
| 514.25&lt;br /&gt;
| 180.45&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Lunar_Tower.pof&lt;br /&gt;
:Texture list: uefplate2;baseplating&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Lunar Magnetic Levitator.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Lunar Magnetic Levitator&lt;br /&gt;
| 130&lt;br /&gt;
| 104,261&lt;br /&gt;
| 69&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Lunar_Mag_Lev.pof&lt;br /&gt;
:Texture list: shiphull7&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:City Base.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Base&lt;br /&gt;
| 4,180&lt;br /&gt;
| 4,180&lt;br /&gt;
| 106&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: City_Base.pof&lt;br /&gt;
:Texture list: uefplate5&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Skyscraper 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Skyscraper 2&lt;br /&gt;
| 190.8&lt;br /&gt;
| 184.39&lt;br /&gt;
| 386.47&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: skyscraper2.pof&lt;br /&gt;
:Texture list: build1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Skyscraper 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Skyscraper 3&lt;br /&gt;
| 96.42&lt;br /&gt;
| 96.42&lt;br /&gt;
| 626.56&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: skyscraper3.pof&lt;br /&gt;
:Texture list: build2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Skyscraper 4.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Skyscraper 4&lt;br /&gt;
| 150&lt;br /&gt;
| 193.75&lt;br /&gt;
| 466.25&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: skyscraper4.pof&lt;br /&gt;
:Texture list: building8_2;building8&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Space Port.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Space Port&lt;br /&gt;
| 60.44&lt;br /&gt;
| 60.44&lt;br /&gt;
| 60.44&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: spaceport.pof&lt;br /&gt;
:Texture list: invisible;invisible;cor_spaceport;insttex04&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Biodome-Struts.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Biodome-Struts&lt;br /&gt;
| 200&lt;br /&gt;
| 200&lt;br /&gt;
| 105.81&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Biodome-Struts.pof&lt;br /&gt;
:Texture list: biodome;Struts&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Biodome-Glass.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Biodome-Glass&lt;br /&gt;
| 192.64&lt;br /&gt;
| 192.57&lt;br /&gt;
| 94.67&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Biodome-Glass.pof&lt;br /&gt;
:Texture list: GoldGlass&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Big Building.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Big Building&lt;br /&gt;
| 510.22&lt;br /&gt;
| 508.29&lt;br /&gt;
| 880.92&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Terran_Centrum.pof&lt;br /&gt;
:Texture list: super_build&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Sensor Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Sensor Tower&lt;br /&gt;
| 57.24&lt;br /&gt;
| 50.8&lt;br /&gt;
| 102.06&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Pylon.pof&lt;br /&gt;
:Texture list: rtower;RTower-deb;damage&lt;br /&gt;
| &lt;br /&gt;
The dish is a rotating subobject.&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Fighterbay.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Fighterbay&lt;br /&gt;
| 228.44&lt;br /&gt;
| 293.83&lt;br /&gt;
| 138.28&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: MoonFB.pof&lt;br /&gt;
:Texture list: HRMoon;MareTile;LHD-Body&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Bridge.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Bridge&lt;br /&gt;
| 55&lt;br /&gt;
| 1,100&lt;br /&gt;
| 298&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Bridge.pof&lt;br /&gt;
:Texture list: road-tile WIP2;awactile2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Artillery Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Artillery Tower&lt;br /&gt;
| 236.94&lt;br /&gt;
| 207.71&lt;br /&gt;
| 437.17&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Artillery_Tower.pof&lt;br /&gt;
:Texture list: tcov3ab;lights2;doctile3ab;tcov2ab;doctile1ab;tcov7;Beam4;SP&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Ice Mountain.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ice Mountain&lt;br /&gt;
| 317.47&lt;br /&gt;
| 320.1&lt;br /&gt;
| 585.54&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: isle4.pof&lt;br /&gt;
:Texture list: deep-freeze&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Space props==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Thumbnail&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Width&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Height&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Length&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Turrets&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Fighterbays&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Credits&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Modding Resources&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Additional Info&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Links&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AstLayer.jpg|frameless|center|350x350px]]&lt;br /&gt;
| AstLayer&lt;br /&gt;
| 1,491,093&lt;br /&gt;
| 1,468,440&lt;br /&gt;
| 241,650&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: astlayer.pof&lt;br /&gt;
:Texture list: invisible;invisible;AstLayer&lt;br /&gt;
| &lt;br /&gt;
Slowly rotating mesh made of flat textures to be used as a background.&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:SpaceRocks-BigRock5.jpg|frameless|center|350x350px]] &lt;br /&gt;
| BigRock5&lt;br /&gt;
| 6998&lt;br /&gt;
| 6733&lt;br /&gt;
| 6774&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: bigrock5.pof&lt;br /&gt;
:Texture list: bigrock5&lt;br /&gt;
| &lt;br /&gt;
Massive asteroid that bears a resemblance to Saturn&#039;s moon Mimas.&lt;br /&gt;
| &lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:SpaceRocks-BigRock4.jpg|frameless|center|350x350px]] &lt;br /&gt;
| BigRock4&lt;br /&gt;
| 2142&lt;br /&gt;
| 2371&lt;br /&gt;
| 2068&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: BigRock4.pof&lt;br /&gt;
:Texture list: BigRock4&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:SpaceRocks-BigRock3.jpg|frameless|center|350x350px]] &lt;br /&gt;
| BigRock3&lt;br /&gt;
| 880&lt;br /&gt;
| 882&lt;br /&gt;
| 852&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: BigRock3.pof&lt;br /&gt;
:Texture list: BigRock3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Scar Asteroid.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Scar Asteroid&lt;br /&gt;
| 8,738&lt;br /&gt;
| 18,299&lt;br /&gt;
| 8,993&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: astscar.pof&lt;br /&gt;
:Texture list: AstScar_B;AstScar_A;AstScar_C;AstScar_D&lt;br /&gt;
| &lt;br /&gt;
The infamous Scar Asteroid first featured in BtRL, with a modeled interior cave.&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Scar Asteroid C.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Scar Asteroid C&lt;br /&gt;
| 4,025&lt;br /&gt;
| 2,070&lt;br /&gt;
| 2,500&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: astscarc.pof&lt;br /&gt;
:Texture list: Ast_R1_04;Ast_R1_01;Ast_R1_03;Ast_R1_02;Ast_R1_Deb&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Asteroid_Field_1.jpeg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 1#3D&lt;br /&gt;
| 1,353&lt;br /&gt;
| 1,332&lt;br /&gt;
| 992&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField1-3D.pof&lt;br /&gt;
:Texture list: Rock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AsteroidField1_Flat.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 1#Flat&lt;br /&gt;
| 1,657&lt;br /&gt;
| 1,610&lt;br /&gt;
| 488&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField1-Flat.pof&lt;br /&gt;
:Texture list: Rock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AsteroidField2_3D.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 2#3D&lt;br /&gt;
| 2,262&lt;br /&gt;
| 2,110&lt;br /&gt;
| 1,919&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField2-3D.pof&lt;br /&gt;
:Texture list: Rock2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AsteroidField2_Flat.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 2#Flat&lt;br /&gt;
| 3,353&lt;br /&gt;
| 3,223&lt;br /&gt;
| 760&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField2-Flat.pof&lt;br /&gt;
:Texture list: Rock2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AsteroidField3_3D.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 3#3D&lt;br /&gt;
| 3,524&lt;br /&gt;
| 3,188&lt;br /&gt;
| 2,616&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField3-3D.pof&lt;br /&gt;
:Texture list: Rock3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AsteroidField3_Flat.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 3#Flat&lt;br /&gt;
| 3,953&lt;br /&gt;
| 3,815&lt;br /&gt;
| 1,077&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField3-Flat.pof&lt;br /&gt;
:Texture list: Rock3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Derelict 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Derelict 1&lt;br /&gt;
| 942.6&lt;br /&gt;
| 884.87&lt;br /&gt;
| 2052.3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: derelict1.pof&lt;br /&gt;
:Texture list: debris1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Derelict 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Derelict 2&lt;br /&gt;
| 288.05&lt;br /&gt;
| 365.61&lt;br /&gt;
| 830.07&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: derelict2.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 1&lt;br /&gt;
| 205.9&lt;br /&gt;
| 202.34&lt;br /&gt;
| 350.31&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk1.pof&lt;br /&gt;
:Texture list: debris1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 2&lt;br /&gt;
| 222.11&lt;br /&gt;
| 298.34&lt;br /&gt;
| 197.77&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk2.pof&lt;br /&gt;
:Texture list: debris1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 3&lt;br /&gt;
| 123.14&lt;br /&gt;
| 126.45&lt;br /&gt;
| 244.87&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk3.pof&lt;br /&gt;
:Texture list: debris2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 4.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 4&lt;br /&gt;
| 179.15&lt;br /&gt;
| 171.7&lt;br /&gt;
| 230.9&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk4.pof&lt;br /&gt;
:Texture list: debris2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 5.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 5&lt;br /&gt;
| 77.11&lt;br /&gt;
| 43.94&lt;br /&gt;
| 161.84&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk5.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 6.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 6&lt;br /&gt;
| 72.55&lt;br /&gt;
| 27.24&lt;br /&gt;
| 19.64&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk6.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 7.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 7&lt;br /&gt;
| 49.78&lt;br /&gt;
| 38.43&lt;br /&gt;
| 63.73&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk7.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 8.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 8&lt;br /&gt;
| 41.34&lt;br /&gt;
| 40.28&lt;br /&gt;
| 62.05&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk8.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 9.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 9&lt;br /&gt;
| 85.68&lt;br /&gt;
| 77.78&lt;br /&gt;
| 74.72&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk9.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 10.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 10&lt;br /&gt;
| 71.76&lt;br /&gt;
| 86.79&lt;br /&gt;
| 76.77&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk10.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 11.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 11&lt;br /&gt;
| 49.58&lt;br /&gt;
| 26.73&lt;br /&gt;
| 83.51&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk11.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 13.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 13&lt;br /&gt;
| 102.69&lt;br /&gt;
| 69.5&lt;br /&gt;
| 271.05&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk13.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 14.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 14&lt;br /&gt;
| 61.24&lt;br /&gt;
| 59.92&lt;br /&gt;
| 41.7&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk14.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:ArenaAsteroid.jpg|frameless|center|350x350px]]&lt;br /&gt;
| ArenaAsteroid&lt;br /&gt;
| 12,971&lt;br /&gt;
| 15,235&lt;br /&gt;
| 9,781&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Arenaroid.pof&lt;br /&gt;
:Texture list: arena-outerroid;arena-innerroid&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Blue Asteroid 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Blue Asteroid 1&lt;br /&gt;
| 8,705&lt;br /&gt;
| 18,291&lt;br /&gt;
| 8,974&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceMassive1.pof&lt;br /&gt;
:Texture list: AstScar_Main;AstScar_Ent;AstScar_Inside&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Blue Asteroid 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Blue Asteroid 2&lt;br /&gt;
| 5,811&lt;br /&gt;
| 10,204&lt;br /&gt;
| 7,152&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceMassive2.pof&lt;br /&gt;
:Texture list: AstScar2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Blue Asteroid 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Blue Asteroid 3&lt;br /&gt;
| 3,428&lt;br /&gt;
| 5,408&lt;br /&gt;
| 5,450&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceMassive3.pof&lt;br /&gt;
:Texture list: AstScar3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Huge Blue Asteroid 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Huge Blue Asteroid 1&lt;br /&gt;
| 1,149&lt;br /&gt;
| 1,247&lt;br /&gt;
| 1,765&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceHuge1.pof&lt;br /&gt;
:Texture list: AstHugeBlue1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Huge Blue Asteroid 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Huge Blue Asteroid 2&lt;br /&gt;
| 617.71&lt;br /&gt;
| 534.75&lt;br /&gt;
| 594.24&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceHuge2.pof&lt;br /&gt;
:Texture list: AstHugeBlue2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Large Blue Asteroid.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Large Blue Asteroid&lt;br /&gt;
| 244.76&lt;br /&gt;
| 271.88&lt;br /&gt;
| 219.07&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceLarge.pof&lt;br /&gt;
:Texture list: asteroid3-01&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Rocky Asteroid 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Rocky Asteroid 1&lt;br /&gt;
| 3,213&lt;br /&gt;
| 3,194&lt;br /&gt;
| 3,811&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-RockMassive1.pof&lt;br /&gt;
:Texture list: AstMassiveRock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Rocky Asteroid 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Rocky Asteroid 2&lt;br /&gt;
| 2,379&lt;br /&gt;
| 2,239&lt;br /&gt;
| 1,802&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-RockMassive2.pof&lt;br /&gt;
:Texture list: AstMassiveRock2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Rocky Asteroid 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Rocky Asteroid 3&lt;br /&gt;
| 3,055&lt;br /&gt;
| 3,808&lt;br /&gt;
| 2,130&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-RockMassive3.pof&lt;br /&gt;
:Texture list: AstMassiveRock3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Ore Asteroid.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ore Asteroid&lt;br /&gt;
| 51.83&lt;br /&gt;
| 51.99&lt;br /&gt;
| 48.24&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-Ore.pof&lt;br /&gt;
:Texture list: astore1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Salteroid.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Salteroid&lt;br /&gt;
| 2,044&lt;br /&gt;
| 1,858&lt;br /&gt;
| 3,942&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: asteroid-ice-cylinder.pof&lt;br /&gt;
:Texture list: aster-icecylinder&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Rock1Collection3D.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Rock1Collection3D&lt;br /&gt;
| 1,353&lt;br /&gt;
| 1,332&lt;br /&gt;
| 992&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Rock1Collection3D.pof&lt;br /&gt;
:Texture list: astmassiverock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Rock2Collection3D.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Rock2Collection3D&lt;br /&gt;
| 2,262&lt;br /&gt;
| 2,110&lt;br /&gt;
| 1,919&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Rock2Collection3D.pof&lt;br /&gt;
:Texture list: astmassiverock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Rock3Collection3D.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Rock3Collection3D&lt;br /&gt;
| 3,524&lt;br /&gt;
| 3,188&lt;br /&gt;
| 2,616&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Rock3Collection3D.pof&lt;br /&gt;
:Texture list: astmassiverock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Panels.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Panels&lt;br /&gt;
| 45.48&lt;br /&gt;
| 44.44&lt;br /&gt;
| 7.94&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Panels.pof&lt;br /&gt;
:Texture list: habdd&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:DebrisB.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris#B&lt;br /&gt;
| 72.77&lt;br /&gt;
| 340.85&lt;br /&gt;
| 93.9&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Wing Commander Saga team&lt;br /&gt;
| &lt;br /&gt;
:$POF File: tcs_caernaven_debris.pof&lt;br /&gt;
:Texture list: tcs_caernaven_d_1;debris01c&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* [https://fsnebula.org/mod/Wing_Commander_Saga Wing Commander Saga on Knossos | FSNebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:AsteroidA.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid#A&lt;br /&gt;
| 4,307&lt;br /&gt;
| 4,425&lt;br /&gt;
| 4,492&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Wing Commander Saga team&lt;br /&gt;
| &lt;br /&gt;
:$POF File: misc_asteroid_1.pof&lt;br /&gt;
:Texture list: asteroid_huge_01&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* [https://fsnebula.org/mod/Wing_Commander_Saga Wing Commander Saga on Knossos | FSNebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:DebrisA.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris#A&lt;br /&gt;
| 37&lt;br /&gt;
| 181.49&lt;br /&gt;
| 41.71&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Wing Commander Saga team&lt;br /&gt;
| &lt;br /&gt;
:$POF File: kis_zakhari_debris.pof&lt;br /&gt;
:Texture list: kilrathi_details_2;kilrathi_details_1;debris_1;kis_zakhari_3;kis_zakhari_1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* [https://fsnebula.org/mod/Wing_Commander_Saga Wing Commander Saga on Knossos | FSNebula]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>DefCynodont119</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=File:SpaceRocks-BigRock3.jpg&amp;diff=63218</id>
		<title>File:SpaceRocks-BigRock3.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=File:SpaceRocks-BigRock3.jpg&amp;diff=63218"/>
		<updated>2021-03-01T03:59:27Z</updated>

		<summary type="html">&lt;p&gt;DefCynodont119: Medium-large Asteroid, made by Shivan Hunter. Image taken in FRED by DefCynodont119&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Medium-large Asteroid, made by Shivan Hunter. Image taken in FRED by DefCynodont119&lt;/div&gt;</summary>
		<author><name>DefCynodont119</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Static_props&amp;diff=63217</id>
		<title>Static props</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Static_props&amp;diff=63217"/>
		<updated>2021-03-01T03:29:26Z</updated>

		<summary type="html">&lt;p&gt;DefCynodont119: /* Space props */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Landscapes==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Thumbnail&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Width&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Height&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Length&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Turrets&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Fighterbays&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Credits&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Modding Resources&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Additional Info&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Links&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Landscape.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Landscape&lt;br /&gt;
| 100,000&lt;br /&gt;
| 100,000&lt;br /&gt;
| 1,950&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: landscape.pof&lt;br /&gt;
:Texture list: groundtile&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Landscape 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Landscape 2&lt;br /&gt;
| 5,910&lt;br /&gt;
| 5,910&lt;br /&gt;
| 992&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: landscape2.pof&lt;br /&gt;
:Texture list: groundtile2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Landscape 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Landscape 3&lt;br /&gt;
| 7,174&lt;br /&gt;
| 7,175&lt;br /&gt;
| 1,278&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: landscape3.pof&lt;br /&gt;
:Texture list: groundtile3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-City Layer.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Layer&lt;br /&gt;
| 5,329&lt;br /&gt;
| 4,510&lt;br /&gt;
| 289&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: cor_layer1.pof&lt;br /&gt;
:Texture list: Bdebris;grass2;cor_streets;groundtile2;invisible;cor_spaceport;insttex04;darkgrey&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Moon Landscape.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Moon Landscape&lt;br /&gt;
| 200,000&lt;br /&gt;
| 200,000&lt;br /&gt;
| 2,490&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Moon_Landscape.pof&lt;br /&gt;
:Texture list: moon01&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:The GRID.jpg|frameless|center|350x350px]]&lt;br /&gt;
| The GRID&lt;br /&gt;
| 20,009&lt;br /&gt;
| 20,009&lt;br /&gt;
| 9&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: GRID.pof&lt;br /&gt;
:Texture list: GRID-trans&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:CityBlock-Burbs.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Block#Burbs&lt;br /&gt;
| 1,500&lt;br /&gt;
| 1,500&lt;br /&gt;
| 87&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: city1.pof&lt;br /&gt;
:Texture list: bldg;struts;uefplate5;cor_streets&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:CityBlock-CBD.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Block#CBD&lt;br /&gt;
| 1,500&lt;br /&gt;
| 1,500&lt;br /&gt;
| 277&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: city2.pof&lt;br /&gt;
:Texture list: bldg2;struts;uefplate5;cor_streets&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:CityBlock-CBD2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Block#CBD2&lt;br /&gt;
| 1,500&lt;br /&gt;
| 1,500&lt;br /&gt;
| 367&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: city3.pof&lt;br /&gt;
:Texture list: bldg;Struts;uefplate5;skyscraperblue;skyscraperblue2;bldg2;bldg3;cor_streets&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:CityBlock-Park.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Block#Park&lt;br /&gt;
| 1,500&lt;br /&gt;
| 1,501&lt;br /&gt;
| 65&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: citypark.pof&lt;br /&gt;
:Texture list: cor_streets;bldg3;Struts;grass3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Paris Landscape.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Paris Landscape&lt;br /&gt;
| 1,728&lt;br /&gt;
| 1,728&lt;br /&gt;
| 409&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Exile_Other_Paris.pof&lt;br /&gt;
:Texture list: eiffeltile;GTAtile1;invisible&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:ParisLandscape-Hills.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Paris Landscape#Hills&lt;br /&gt;
| 100,001&lt;br /&gt;
| 100,001&lt;br /&gt;
| 4,571&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Exile_Other_ParisHills.pof&lt;br /&gt;
:Texture list: ParisGrass&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:MoonLandscape-TI.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Moon Heroscape&lt;br /&gt;
| 25,000&lt;br /&gt;
| 25,000&lt;br /&gt;
| 119&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Heroscape2.pof&lt;br /&gt;
:Texture list: HRMoon;invisible&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Moon Hills.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Moon Hills&lt;br /&gt;
| 75,000&lt;br /&gt;
| 75,000&lt;br /&gt;
| 6,412&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Hills.pof&lt;br /&gt;
:Texture list: HRMoon&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:MoonLandscape2-TI.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Moon Landscape&lt;br /&gt;
| 75,000&lt;br /&gt;
| 75,000&lt;br /&gt;
| 3,098&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: LScape.pof&lt;br /&gt;
:Texture list: HRMoon&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Crater1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Crater1&lt;br /&gt;
| 1,692&lt;br /&gt;
| 1,692&lt;br /&gt;
| 73&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Crater1.pof&lt;br /&gt;
:Texture list: Crater1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Crater2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Crater2&lt;br /&gt;
| 2,463&lt;br /&gt;
| 2,463&lt;br /&gt;
| 217&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Crater2.pof&lt;br /&gt;
:Texture list: Crater2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Vestenra Isle.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Vestenra Isle&lt;br /&gt;
| 41,088&lt;br /&gt;
| 41,088&lt;br /&gt;
| 1,615&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Landscape_Vestenra.pof&lt;br /&gt;
:Texture list: Bdebris;Unbenannt-map;ground2;ground1;ground3;ground4;awactile1;install01-04;b2dmg;damage;b9dmg;b4dmg;b8dmg;b3dmg;b8_2dmg;b1dmg;b2;b1;b3;b4;b8;b8_2;b9;cor_spaceport;UV2048;fire-trans;C_Prison&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Vestenra Lights.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Vestenra Lights&lt;br /&gt;
| 4,016&lt;br /&gt;
| 4,497&lt;br /&gt;
| 987&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Vestenra_Lights.pof&lt;br /&gt;
:Texture list: Bdebris;sLight;s_light_ray-trans;sLight_dest;fire-trans&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Shadow Genesis Nodemap.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Shadow Genesis Nodemap&lt;br /&gt;
| 2,500&lt;br /&gt;
| 2,500&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: BH_Nodemap.pof&lt;br /&gt;
:Texture list: nodemap&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Hephaestus Landscape.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Hephaestus Landscape&lt;br /&gt;
| 100,001&lt;br /&gt;
| 100,001&lt;br /&gt;
| 4,571&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Hephaestus_Landscape.pof&lt;br /&gt;
:Texture list: Deep-Freeze&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Frozen Sea.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Frozen Sea&lt;br /&gt;
| 400,000&lt;br /&gt;
| 400,000&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Iced_Sea.pof&lt;br /&gt;
:Texture list: deep-freeze;muddy-ice&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Iced Isle 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Iced Isle 1&lt;br /&gt;
| 9,626&lt;br /&gt;
| 9,693&lt;br /&gt;
| 1,515&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: isle1.pof&lt;br /&gt;
:Texture list: deep-freeze;deep-freeze;deep-freeze;deep-freeze;invisible&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Iced Isle 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Iced Isle 2&lt;br /&gt;
| 16,176&lt;br /&gt;
| 15,446&lt;br /&gt;
| 2,632&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: isle2.pof&lt;br /&gt;
:Texture list: deep-freeze;muddy-ice&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Iced Isle 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Iced Isle 3&lt;br /&gt;
| 8,214&lt;br /&gt;
| 8,421&lt;br /&gt;
| 1,111&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: isle3.pof&lt;br /&gt;
:Texture list: deep-freeze;deep-freeze;deep-freeze;deep-freeze&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ground buildings / Props==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Thumbnail&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Width&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Height&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Length&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Turrets&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Fighterbays&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Credits&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Modding Resources&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Additional Info&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Links&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Antennae.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Antennae&lt;br /&gt;
| 229.25&lt;br /&gt;
| 190.48&lt;br /&gt;
| 147.06&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundantennae.pof&lt;br /&gt;
:Texture list: citadel;cwhull1&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Light Turret Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Light Turret Tower&lt;br /&gt;
| 40.12&lt;br /&gt;
| 43.66&lt;br /&gt;
| 33.86&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundlturret.pof&lt;br /&gt;
:Texture list: groundbase;pdturret&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Light Missile Tower.jpg|frameless|right|center|350x350px]]&lt;br /&gt;
| Light Missile Tower&lt;br /&gt;
| 40.12&lt;br /&gt;
| 43.66&lt;br /&gt;
| 35.58&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundmturret.pof&lt;br /&gt;
:Texture list: groundbase;pdturret;missile_l&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Heavy Turret Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Heavy Turret Tower&lt;br /&gt;
| 133.75&lt;br /&gt;
| 145.53&lt;br /&gt;
| 113.45&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundhturret.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Missile Silo.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Missile Silo&lt;br /&gt;
| 124.82&lt;br /&gt;
| 83.55&lt;br /&gt;
| 27.73&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundmturret2.pof&lt;br /&gt;
:Texture list: invisible;modular2&lt;br /&gt;
| &lt;br /&gt;
There are two animated doors on top with two turret firepoints each&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Tower&lt;br /&gt;
| 346.36&lt;br /&gt;
| 364.2&lt;br /&gt;
| 335.86&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundtower.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Panel.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Panel&lt;br /&gt;
| 200.62&lt;br /&gt;
| 218.29&lt;br /&gt;
| 234.71&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundpanel.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Station.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Station&lt;br /&gt;
| 949&lt;br /&gt;
| 2,178&lt;br /&gt;
| 591&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundstation.pof&lt;br /&gt;
:Texture list: station;stationdebris&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Hangar.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Hangar&lt;br /&gt;
| 822.99&lt;br /&gt;
| 731.97&lt;br /&gt;
| 182.47&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundhangar.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Energy.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Energy&lt;br /&gt;
| 292.58&lt;br /&gt;
| 365.99&lt;br /&gt;
| 158.51&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundenergy.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Warehouse.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Warehouse&lt;br /&gt;
| 292.58&lt;br /&gt;
| 365.99&lt;br /&gt;
| 100.15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundwarehouse.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Cometary Habitat.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Cometary Habitat&lt;br /&gt;
| 307.29&lt;br /&gt;
| 887.55&lt;br /&gt;
| 677.19&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: GEF_Habitat.pof&lt;br /&gt;
:Texture list: eezoCompleteMap;shiphull6&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Luna City.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Luna City&lt;br /&gt;
| 12,356&lt;br /&gt;
| 12,365&lt;br /&gt;
| 1,295&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Luna_City.pof&lt;br /&gt;
:Texture list: baseplating;uefplate;vctile4;shiphull7;uefplate2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Luna Dome.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Luna Dome&lt;br /&gt;
| 2,007&lt;br /&gt;
| 2,007&lt;br /&gt;
| 1,073&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Luna_Dome.pof&lt;br /&gt;
:Texture list: chg-capital01-03;lights;shiphull7;uefplate;capital11-01a;helheim03a&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Lunar Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Lunar Tower&lt;br /&gt;
| 550.44&lt;br /&gt;
| 514.25&lt;br /&gt;
| 180.45&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Lunar_Tower.pof&lt;br /&gt;
:Texture list: uefplate2;baseplating&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Lunar Magnetic Levitator.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Lunar Magnetic Levitator&lt;br /&gt;
| 130&lt;br /&gt;
| 104,261&lt;br /&gt;
| 69&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Lunar_Mag_Lev.pof&lt;br /&gt;
:Texture list: shiphull7&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:City Base.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Base&lt;br /&gt;
| 4,180&lt;br /&gt;
| 4,180&lt;br /&gt;
| 106&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: City_Base.pof&lt;br /&gt;
:Texture list: uefplate5&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Skyscraper 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Skyscraper 2&lt;br /&gt;
| 190.8&lt;br /&gt;
| 184.39&lt;br /&gt;
| 386.47&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: skyscraper2.pof&lt;br /&gt;
:Texture list: build1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Skyscraper 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Skyscraper 3&lt;br /&gt;
| 96.42&lt;br /&gt;
| 96.42&lt;br /&gt;
| 626.56&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: skyscraper3.pof&lt;br /&gt;
:Texture list: build2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Skyscraper 4.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Skyscraper 4&lt;br /&gt;
| 150&lt;br /&gt;
| 193.75&lt;br /&gt;
| 466.25&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: skyscraper4.pof&lt;br /&gt;
:Texture list: building8_2;building8&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Space Port.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Space Port&lt;br /&gt;
| 60.44&lt;br /&gt;
| 60.44&lt;br /&gt;
| 60.44&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: spaceport.pof&lt;br /&gt;
:Texture list: invisible;invisible;cor_spaceport;insttex04&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Biodome-Struts.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Biodome-Struts&lt;br /&gt;
| 200&lt;br /&gt;
| 200&lt;br /&gt;
| 105.81&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Biodome-Struts.pof&lt;br /&gt;
:Texture list: biodome;Struts&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Biodome-Glass.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Biodome-Glass&lt;br /&gt;
| 192.64&lt;br /&gt;
| 192.57&lt;br /&gt;
| 94.67&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Biodome-Glass.pof&lt;br /&gt;
:Texture list: GoldGlass&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Big Building.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Big Building&lt;br /&gt;
| 510.22&lt;br /&gt;
| 508.29&lt;br /&gt;
| 880.92&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Terran_Centrum.pof&lt;br /&gt;
:Texture list: super_build&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Sensor Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Sensor Tower&lt;br /&gt;
| 57.24&lt;br /&gt;
| 50.8&lt;br /&gt;
| 102.06&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Pylon.pof&lt;br /&gt;
:Texture list: rtower;RTower-deb;damage&lt;br /&gt;
| &lt;br /&gt;
The dish is a rotating subobject.&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Fighterbay.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Fighterbay&lt;br /&gt;
| 228.44&lt;br /&gt;
| 293.83&lt;br /&gt;
| 138.28&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: MoonFB.pof&lt;br /&gt;
:Texture list: HRMoon;MareTile;LHD-Body&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Bridge.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Bridge&lt;br /&gt;
| 55&lt;br /&gt;
| 1,100&lt;br /&gt;
| 298&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Bridge.pof&lt;br /&gt;
:Texture list: road-tile WIP2;awactile2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Artillery Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Artillery Tower&lt;br /&gt;
| 236.94&lt;br /&gt;
| 207.71&lt;br /&gt;
| 437.17&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Artillery_Tower.pof&lt;br /&gt;
:Texture list: tcov3ab;lights2;doctile3ab;tcov2ab;doctile1ab;tcov7;Beam4;SP&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Ice Mountain.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ice Mountain&lt;br /&gt;
| 317.47&lt;br /&gt;
| 320.1&lt;br /&gt;
| 585.54&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: isle4.pof&lt;br /&gt;
:Texture list: deep-freeze&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Space props==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Thumbnail&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Width&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Height&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Length&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Turrets&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Fighterbays&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Credits&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Modding Resources&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Additional Info&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Links&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AstLayer.jpg|frameless|center|350x350px]]&lt;br /&gt;
| AstLayer&lt;br /&gt;
| 1,491,093&lt;br /&gt;
| 1,468,440&lt;br /&gt;
| 241,650&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: astlayer.pof&lt;br /&gt;
:Texture list: invisible;invisible;AstLayer&lt;br /&gt;
| &lt;br /&gt;
Slowly rotating mesh made of flat textures to be used as a background.&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:SpaceRocks-BigRock5.jpg|frameless|center|350x350px]] &lt;br /&gt;
| BigRock5&lt;br /&gt;
| 6998&lt;br /&gt;
| 6733&lt;br /&gt;
| 6774&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: bigrock5.pof&lt;br /&gt;
:Texture list: bigrock5&lt;br /&gt;
| &lt;br /&gt;
Massive asteroid that bears a resemblance to Saturn&#039;s moon Mimas.&lt;br /&gt;
| &lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:SpaceRocks-BigRock4.jpg|frameless|center|350x350px]] &lt;br /&gt;
| BigRock4&lt;br /&gt;
| 2142&lt;br /&gt;
| 2371&lt;br /&gt;
| 2068&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: BigRock4.pof&lt;br /&gt;
:Texture list: BigRock4&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Scar Asteroid.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Scar Asteroid&lt;br /&gt;
| 8,738&lt;br /&gt;
| 18,299&lt;br /&gt;
| 8,993&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: astscar.pof&lt;br /&gt;
:Texture list: AstScar_B;AstScar_A;AstScar_C;AstScar_D&lt;br /&gt;
| &lt;br /&gt;
The infamous Scar Asteroid first featured in BtRL, with a modeled interior cave.&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Scar Asteroid C.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Scar Asteroid C&lt;br /&gt;
| 4,025&lt;br /&gt;
| 2,070&lt;br /&gt;
| 2,500&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: astscarc.pof&lt;br /&gt;
:Texture list: Ast_R1_04;Ast_R1_01;Ast_R1_03;Ast_R1_02;Ast_R1_Deb&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Asteroid_Field_1.jpeg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 1#3D&lt;br /&gt;
| 1,353&lt;br /&gt;
| 1,332&lt;br /&gt;
| 992&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField1-3D.pof&lt;br /&gt;
:Texture list: Rock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AsteroidField1_Flat.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 1#Flat&lt;br /&gt;
| 1,657&lt;br /&gt;
| 1,610&lt;br /&gt;
| 488&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField1-Flat.pof&lt;br /&gt;
:Texture list: Rock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AsteroidField2_3D.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 2#3D&lt;br /&gt;
| 2,262&lt;br /&gt;
| 2,110&lt;br /&gt;
| 1,919&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField2-3D.pof&lt;br /&gt;
:Texture list: Rock2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AsteroidField2_Flat.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 2#Flat&lt;br /&gt;
| 3,353&lt;br /&gt;
| 3,223&lt;br /&gt;
| 760&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField2-Flat.pof&lt;br /&gt;
:Texture list: Rock2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AsteroidField3_3D.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 3#3D&lt;br /&gt;
| 3,524&lt;br /&gt;
| 3,188&lt;br /&gt;
| 2,616&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField3-3D.pof&lt;br /&gt;
:Texture list: Rock3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AsteroidField3_Flat.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 3#Flat&lt;br /&gt;
| 3,953&lt;br /&gt;
| 3,815&lt;br /&gt;
| 1,077&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField3-Flat.pof&lt;br /&gt;
:Texture list: Rock3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Derelict 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Derelict 1&lt;br /&gt;
| 942.6&lt;br /&gt;
| 884.87&lt;br /&gt;
| 2052.3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: derelict1.pof&lt;br /&gt;
:Texture list: debris1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Derelict 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Derelict 2&lt;br /&gt;
| 288.05&lt;br /&gt;
| 365.61&lt;br /&gt;
| 830.07&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: derelict2.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 1&lt;br /&gt;
| 205.9&lt;br /&gt;
| 202.34&lt;br /&gt;
| 350.31&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk1.pof&lt;br /&gt;
:Texture list: debris1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 2&lt;br /&gt;
| 222.11&lt;br /&gt;
| 298.34&lt;br /&gt;
| 197.77&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk2.pof&lt;br /&gt;
:Texture list: debris1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 3&lt;br /&gt;
| 123.14&lt;br /&gt;
| 126.45&lt;br /&gt;
| 244.87&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk3.pof&lt;br /&gt;
:Texture list: debris2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 4.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 4&lt;br /&gt;
| 179.15&lt;br /&gt;
| 171.7&lt;br /&gt;
| 230.9&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk4.pof&lt;br /&gt;
:Texture list: debris2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 5.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 5&lt;br /&gt;
| 77.11&lt;br /&gt;
| 43.94&lt;br /&gt;
| 161.84&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk5.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 6.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 6&lt;br /&gt;
| 72.55&lt;br /&gt;
| 27.24&lt;br /&gt;
| 19.64&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk6.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 7.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 7&lt;br /&gt;
| 49.78&lt;br /&gt;
| 38.43&lt;br /&gt;
| 63.73&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk7.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 8.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 8&lt;br /&gt;
| 41.34&lt;br /&gt;
| 40.28&lt;br /&gt;
| 62.05&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk8.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 9.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 9&lt;br /&gt;
| 85.68&lt;br /&gt;
| 77.78&lt;br /&gt;
| 74.72&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk9.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 10.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 10&lt;br /&gt;
| 71.76&lt;br /&gt;
| 86.79&lt;br /&gt;
| 76.77&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk10.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 11.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 11&lt;br /&gt;
| 49.58&lt;br /&gt;
| 26.73&lt;br /&gt;
| 83.51&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk11.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 13.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 13&lt;br /&gt;
| 102.69&lt;br /&gt;
| 69.5&lt;br /&gt;
| 271.05&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk13.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 14.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 14&lt;br /&gt;
| 61.24&lt;br /&gt;
| 59.92&lt;br /&gt;
| 41.7&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk14.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:ArenaAsteroid.jpg|frameless|center|350x350px]]&lt;br /&gt;
| ArenaAsteroid&lt;br /&gt;
| 12,971&lt;br /&gt;
| 15,235&lt;br /&gt;
| 9,781&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Arenaroid.pof&lt;br /&gt;
:Texture list: arena-outerroid;arena-innerroid&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Blue Asteroid 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Blue Asteroid 1&lt;br /&gt;
| 8,705&lt;br /&gt;
| 18,291&lt;br /&gt;
| 8,974&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceMassive1.pof&lt;br /&gt;
:Texture list: AstScar_Main;AstScar_Ent;AstScar_Inside&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Blue Asteroid 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Blue Asteroid 2&lt;br /&gt;
| 5,811&lt;br /&gt;
| 10,204&lt;br /&gt;
| 7,152&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceMassive2.pof&lt;br /&gt;
:Texture list: AstScar2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Blue Asteroid 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Blue Asteroid 3&lt;br /&gt;
| 3,428&lt;br /&gt;
| 5,408&lt;br /&gt;
| 5,450&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceMassive3.pof&lt;br /&gt;
:Texture list: AstScar3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Huge Blue Asteroid 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Huge Blue Asteroid 1&lt;br /&gt;
| 1,149&lt;br /&gt;
| 1,247&lt;br /&gt;
| 1,765&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceHuge1.pof&lt;br /&gt;
:Texture list: AstHugeBlue1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Huge Blue Asteroid 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Huge Blue Asteroid 2&lt;br /&gt;
| 617.71&lt;br /&gt;
| 534.75&lt;br /&gt;
| 594.24&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceHuge2.pof&lt;br /&gt;
:Texture list: AstHugeBlue2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Large Blue Asteroid.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Large Blue Asteroid&lt;br /&gt;
| 244.76&lt;br /&gt;
| 271.88&lt;br /&gt;
| 219.07&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceLarge.pof&lt;br /&gt;
:Texture list: asteroid3-01&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Rocky Asteroid 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Rocky Asteroid 1&lt;br /&gt;
| 3,213&lt;br /&gt;
| 3,194&lt;br /&gt;
| 3,811&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-RockMassive1.pof&lt;br /&gt;
:Texture list: AstMassiveRock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Rocky Asteroid 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Rocky Asteroid 2&lt;br /&gt;
| 2,379&lt;br /&gt;
| 2,239&lt;br /&gt;
| 1,802&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-RockMassive2.pof&lt;br /&gt;
:Texture list: AstMassiveRock2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Rocky Asteroid 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Rocky Asteroid 3&lt;br /&gt;
| 3,055&lt;br /&gt;
| 3,808&lt;br /&gt;
| 2,130&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-RockMassive3.pof&lt;br /&gt;
:Texture list: AstMassiveRock3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Ore Asteroid.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ore Asteroid&lt;br /&gt;
| 51.83&lt;br /&gt;
| 51.99&lt;br /&gt;
| 48.24&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-Ore.pof&lt;br /&gt;
:Texture list: astore1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Salteroid.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Salteroid&lt;br /&gt;
| 2,044&lt;br /&gt;
| 1,858&lt;br /&gt;
| 3,942&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: asteroid-ice-cylinder.pof&lt;br /&gt;
:Texture list: aster-icecylinder&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Rock1Collection3D.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Rock1Collection3D&lt;br /&gt;
| 1,353&lt;br /&gt;
| 1,332&lt;br /&gt;
| 992&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Rock1Collection3D.pof&lt;br /&gt;
:Texture list: astmassiverock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Rock2Collection3D.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Rock2Collection3D&lt;br /&gt;
| 2,262&lt;br /&gt;
| 2,110&lt;br /&gt;
| 1,919&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Rock2Collection3D.pof&lt;br /&gt;
:Texture list: astmassiverock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Rock3Collection3D.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Rock3Collection3D&lt;br /&gt;
| 3,524&lt;br /&gt;
| 3,188&lt;br /&gt;
| 2,616&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Rock3Collection3D.pof&lt;br /&gt;
:Texture list: astmassiverock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Panels.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Panels&lt;br /&gt;
| 45.48&lt;br /&gt;
| 44.44&lt;br /&gt;
| 7.94&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Panels.pof&lt;br /&gt;
:Texture list: habdd&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:DebrisB.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris#B&lt;br /&gt;
| 72.77&lt;br /&gt;
| 340.85&lt;br /&gt;
| 93.9&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Wing Commander Saga team&lt;br /&gt;
| &lt;br /&gt;
:$POF File: tcs_caernaven_debris.pof&lt;br /&gt;
:Texture list: tcs_caernaven_d_1;debris01c&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* [https://fsnebula.org/mod/Wing_Commander_Saga Wing Commander Saga on Knossos | FSNebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:AsteroidA.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid#A&lt;br /&gt;
| 4,307&lt;br /&gt;
| 4,425&lt;br /&gt;
| 4,492&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Wing Commander Saga team&lt;br /&gt;
| &lt;br /&gt;
:$POF File: misc_asteroid_1.pof&lt;br /&gt;
:Texture list: asteroid_huge_01&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* [https://fsnebula.org/mod/Wing_Commander_Saga Wing Commander Saga on Knossos | FSNebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:DebrisA.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris#A&lt;br /&gt;
| 37&lt;br /&gt;
| 181.49&lt;br /&gt;
| 41.71&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Wing Commander Saga team&lt;br /&gt;
| &lt;br /&gt;
:$POF File: kis_zakhari_debris.pof&lt;br /&gt;
:Texture list: kilrathi_details_2;kilrathi_details_1;debris_1;kis_zakhari_3;kis_zakhari_1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* [https://fsnebula.org/mod/Wing_Commander_Saga Wing Commander Saga on Knossos | FSNebula]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>DefCynodont119</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=File:SpaceRocks-BigRock5.jpg&amp;diff=63216</id>
		<title>File:SpaceRocks-BigRock5.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=File:SpaceRocks-BigRock5.jpg&amp;diff=63216"/>
		<updated>2021-03-01T03:25:36Z</updated>

		<summary type="html">&lt;p&gt;DefCynodont119: Massive Asteroid and/or Moonlet, made by Shivan Hunter. Image taken in FRED by DefCynodont119&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Massive Asteroid and/or Moonlet, made by Shivan Hunter. Image taken in FRED by DefCynodont119&lt;/div&gt;</summary>
		<author><name>DefCynodont119</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Static_props&amp;diff=63215</id>
		<title>Static props</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Static_props&amp;diff=63215"/>
		<updated>2021-03-01T03:08:31Z</updated>

		<summary type="html">&lt;p&gt;DefCynodont119: /* Space props */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Landscapes==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Thumbnail&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Width&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Height&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Length&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Turrets&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Fighterbays&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Credits&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Modding Resources&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Additional Info&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Links&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Landscape.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Landscape&lt;br /&gt;
| 100,000&lt;br /&gt;
| 100,000&lt;br /&gt;
| 1,950&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: landscape.pof&lt;br /&gt;
:Texture list: groundtile&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Landscape 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Landscape 2&lt;br /&gt;
| 5,910&lt;br /&gt;
| 5,910&lt;br /&gt;
| 992&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: landscape2.pof&lt;br /&gt;
:Texture list: groundtile2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Landscape 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Landscape 3&lt;br /&gt;
| 7,174&lt;br /&gt;
| 7,175&lt;br /&gt;
| 1,278&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: landscape3.pof&lt;br /&gt;
:Texture list: groundtile3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-City Layer.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Layer&lt;br /&gt;
| 5,329&lt;br /&gt;
| 4,510&lt;br /&gt;
| 289&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: cor_layer1.pof&lt;br /&gt;
:Texture list: Bdebris;grass2;cor_streets;groundtile2;invisible;cor_spaceport;insttex04;darkgrey&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Moon Landscape.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Moon Landscape&lt;br /&gt;
| 200,000&lt;br /&gt;
| 200,000&lt;br /&gt;
| 2,490&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Moon_Landscape.pof&lt;br /&gt;
:Texture list: moon01&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:The GRID.jpg|frameless|center|350x350px]]&lt;br /&gt;
| The GRID&lt;br /&gt;
| 20,009&lt;br /&gt;
| 20,009&lt;br /&gt;
| 9&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: GRID.pof&lt;br /&gt;
:Texture list: GRID-trans&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:CityBlock-Burbs.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Block#Burbs&lt;br /&gt;
| 1,500&lt;br /&gt;
| 1,500&lt;br /&gt;
| 87&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: city1.pof&lt;br /&gt;
:Texture list: bldg;struts;uefplate5;cor_streets&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:CityBlock-CBD.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Block#CBD&lt;br /&gt;
| 1,500&lt;br /&gt;
| 1,500&lt;br /&gt;
| 277&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: city2.pof&lt;br /&gt;
:Texture list: bldg2;struts;uefplate5;cor_streets&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:CityBlock-CBD2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Block#CBD2&lt;br /&gt;
| 1,500&lt;br /&gt;
| 1,500&lt;br /&gt;
| 367&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: city3.pof&lt;br /&gt;
:Texture list: bldg;Struts;uefplate5;skyscraperblue;skyscraperblue2;bldg2;bldg3;cor_streets&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:CityBlock-Park.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Block#Park&lt;br /&gt;
| 1,500&lt;br /&gt;
| 1,501&lt;br /&gt;
| 65&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: citypark.pof&lt;br /&gt;
:Texture list: cor_streets;bldg3;Struts;grass3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Paris Landscape.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Paris Landscape&lt;br /&gt;
| 1,728&lt;br /&gt;
| 1,728&lt;br /&gt;
| 409&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Exile_Other_Paris.pof&lt;br /&gt;
:Texture list: eiffeltile;GTAtile1;invisible&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:ParisLandscape-Hills.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Paris Landscape#Hills&lt;br /&gt;
| 100,001&lt;br /&gt;
| 100,001&lt;br /&gt;
| 4,571&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Exile_Other_ParisHills.pof&lt;br /&gt;
:Texture list: ParisGrass&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:MoonLandscape-TI.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Moon Heroscape&lt;br /&gt;
| 25,000&lt;br /&gt;
| 25,000&lt;br /&gt;
| 119&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Heroscape2.pof&lt;br /&gt;
:Texture list: HRMoon;invisible&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Moon Hills.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Moon Hills&lt;br /&gt;
| 75,000&lt;br /&gt;
| 75,000&lt;br /&gt;
| 6,412&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Hills.pof&lt;br /&gt;
:Texture list: HRMoon&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:MoonLandscape2-TI.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Moon Landscape&lt;br /&gt;
| 75,000&lt;br /&gt;
| 75,000&lt;br /&gt;
| 3,098&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: LScape.pof&lt;br /&gt;
:Texture list: HRMoon&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Crater1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Crater1&lt;br /&gt;
| 1,692&lt;br /&gt;
| 1,692&lt;br /&gt;
| 73&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Crater1.pof&lt;br /&gt;
:Texture list: Crater1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Crater2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Crater2&lt;br /&gt;
| 2,463&lt;br /&gt;
| 2,463&lt;br /&gt;
| 217&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Crater2.pof&lt;br /&gt;
:Texture list: Crater2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Vestenra Isle.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Vestenra Isle&lt;br /&gt;
| 41,088&lt;br /&gt;
| 41,088&lt;br /&gt;
| 1,615&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Landscape_Vestenra.pof&lt;br /&gt;
:Texture list: Bdebris;Unbenannt-map;ground2;ground1;ground3;ground4;awactile1;install01-04;b2dmg;damage;b9dmg;b4dmg;b8dmg;b3dmg;b8_2dmg;b1dmg;b2;b1;b3;b4;b8;b8_2;b9;cor_spaceport;UV2048;fire-trans;C_Prison&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Vestenra Lights.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Vestenra Lights&lt;br /&gt;
| 4,016&lt;br /&gt;
| 4,497&lt;br /&gt;
| 987&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Vestenra_Lights.pof&lt;br /&gt;
:Texture list: Bdebris;sLight;s_light_ray-trans;sLight_dest;fire-trans&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Shadow Genesis Nodemap.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Shadow Genesis Nodemap&lt;br /&gt;
| 2,500&lt;br /&gt;
| 2,500&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: BH_Nodemap.pof&lt;br /&gt;
:Texture list: nodemap&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Hephaestus Landscape.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Hephaestus Landscape&lt;br /&gt;
| 100,001&lt;br /&gt;
| 100,001&lt;br /&gt;
| 4,571&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Hephaestus_Landscape.pof&lt;br /&gt;
:Texture list: Deep-Freeze&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Frozen Sea.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Frozen Sea&lt;br /&gt;
| 400,000&lt;br /&gt;
| 400,000&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Iced_Sea.pof&lt;br /&gt;
:Texture list: deep-freeze;muddy-ice&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Iced Isle 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Iced Isle 1&lt;br /&gt;
| 9,626&lt;br /&gt;
| 9,693&lt;br /&gt;
| 1,515&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: isle1.pof&lt;br /&gt;
:Texture list: deep-freeze;deep-freeze;deep-freeze;deep-freeze;invisible&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Iced Isle 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Iced Isle 2&lt;br /&gt;
| 16,176&lt;br /&gt;
| 15,446&lt;br /&gt;
| 2,632&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: isle2.pof&lt;br /&gt;
:Texture list: deep-freeze;muddy-ice&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Iced Isle 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Iced Isle 3&lt;br /&gt;
| 8,214&lt;br /&gt;
| 8,421&lt;br /&gt;
| 1,111&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: isle3.pof&lt;br /&gt;
:Texture list: deep-freeze;deep-freeze;deep-freeze;deep-freeze&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ground buildings / Props==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Thumbnail&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Width&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Height&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Length&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Turrets&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Fighterbays&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Credits&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Modding Resources&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Additional Info&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Links&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Antennae.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Antennae&lt;br /&gt;
| 229.25&lt;br /&gt;
| 190.48&lt;br /&gt;
| 147.06&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundantennae.pof&lt;br /&gt;
:Texture list: citadel;cwhull1&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Light Turret Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Light Turret Tower&lt;br /&gt;
| 40.12&lt;br /&gt;
| 43.66&lt;br /&gt;
| 33.86&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundlturret.pof&lt;br /&gt;
:Texture list: groundbase;pdturret&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Light Missile Tower.jpg|frameless|right|center|350x350px]]&lt;br /&gt;
| Light Missile Tower&lt;br /&gt;
| 40.12&lt;br /&gt;
| 43.66&lt;br /&gt;
| 35.58&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundmturret.pof&lt;br /&gt;
:Texture list: groundbase;pdturret;missile_l&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Heavy Turret Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Heavy Turret Tower&lt;br /&gt;
| 133.75&lt;br /&gt;
| 145.53&lt;br /&gt;
| 113.45&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundhturret.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Missile Silo.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Missile Silo&lt;br /&gt;
| 124.82&lt;br /&gt;
| 83.55&lt;br /&gt;
| 27.73&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundmturret2.pof&lt;br /&gt;
:Texture list: invisible;modular2&lt;br /&gt;
| &lt;br /&gt;
There are two animated doors on top with two turret firepoints each&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Tower&lt;br /&gt;
| 346.36&lt;br /&gt;
| 364.2&lt;br /&gt;
| 335.86&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundtower.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Panel.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Panel&lt;br /&gt;
| 200.62&lt;br /&gt;
| 218.29&lt;br /&gt;
| 234.71&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundpanel.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Station.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Station&lt;br /&gt;
| 949&lt;br /&gt;
| 2,178&lt;br /&gt;
| 591&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundstation.pof&lt;br /&gt;
:Texture list: station;stationdebris&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Hangar.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Hangar&lt;br /&gt;
| 822.99&lt;br /&gt;
| 731.97&lt;br /&gt;
| 182.47&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundhangar.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Energy.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Energy&lt;br /&gt;
| 292.58&lt;br /&gt;
| 365.99&lt;br /&gt;
| 158.51&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundenergy.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Warehouse.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Warehouse&lt;br /&gt;
| 292.58&lt;br /&gt;
| 365.99&lt;br /&gt;
| 100.15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundwarehouse.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Cometary Habitat.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Cometary Habitat&lt;br /&gt;
| 307.29&lt;br /&gt;
| 887.55&lt;br /&gt;
| 677.19&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: GEF_Habitat.pof&lt;br /&gt;
:Texture list: eezoCompleteMap;shiphull6&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Luna City.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Luna City&lt;br /&gt;
| 12,356&lt;br /&gt;
| 12,365&lt;br /&gt;
| 1,295&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Luna_City.pof&lt;br /&gt;
:Texture list: baseplating;uefplate;vctile4;shiphull7;uefplate2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Luna Dome.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Luna Dome&lt;br /&gt;
| 2,007&lt;br /&gt;
| 2,007&lt;br /&gt;
| 1,073&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Luna_Dome.pof&lt;br /&gt;
:Texture list: chg-capital01-03;lights;shiphull7;uefplate;capital11-01a;helheim03a&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Lunar Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Lunar Tower&lt;br /&gt;
| 550.44&lt;br /&gt;
| 514.25&lt;br /&gt;
| 180.45&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Lunar_Tower.pof&lt;br /&gt;
:Texture list: uefplate2;baseplating&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Lunar Magnetic Levitator.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Lunar Magnetic Levitator&lt;br /&gt;
| 130&lt;br /&gt;
| 104,261&lt;br /&gt;
| 69&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Lunar_Mag_Lev.pof&lt;br /&gt;
:Texture list: shiphull7&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:City Base.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Base&lt;br /&gt;
| 4,180&lt;br /&gt;
| 4,180&lt;br /&gt;
| 106&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: City_Base.pof&lt;br /&gt;
:Texture list: uefplate5&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Skyscraper 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Skyscraper 2&lt;br /&gt;
| 190.8&lt;br /&gt;
| 184.39&lt;br /&gt;
| 386.47&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: skyscraper2.pof&lt;br /&gt;
:Texture list: build1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Skyscraper 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Skyscraper 3&lt;br /&gt;
| 96.42&lt;br /&gt;
| 96.42&lt;br /&gt;
| 626.56&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: skyscraper3.pof&lt;br /&gt;
:Texture list: build2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Skyscraper 4.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Skyscraper 4&lt;br /&gt;
| 150&lt;br /&gt;
| 193.75&lt;br /&gt;
| 466.25&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: skyscraper4.pof&lt;br /&gt;
:Texture list: building8_2;building8&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Space Port.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Space Port&lt;br /&gt;
| 60.44&lt;br /&gt;
| 60.44&lt;br /&gt;
| 60.44&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: spaceport.pof&lt;br /&gt;
:Texture list: invisible;invisible;cor_spaceport;insttex04&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Biodome-Struts.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Biodome-Struts&lt;br /&gt;
| 200&lt;br /&gt;
| 200&lt;br /&gt;
| 105.81&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Biodome-Struts.pof&lt;br /&gt;
:Texture list: biodome;Struts&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Biodome-Glass.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Biodome-Glass&lt;br /&gt;
| 192.64&lt;br /&gt;
| 192.57&lt;br /&gt;
| 94.67&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Biodome-Glass.pof&lt;br /&gt;
:Texture list: GoldGlass&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Big Building.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Big Building&lt;br /&gt;
| 510.22&lt;br /&gt;
| 508.29&lt;br /&gt;
| 880.92&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Terran_Centrum.pof&lt;br /&gt;
:Texture list: super_build&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Sensor Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Sensor Tower&lt;br /&gt;
| 57.24&lt;br /&gt;
| 50.8&lt;br /&gt;
| 102.06&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Pylon.pof&lt;br /&gt;
:Texture list: rtower;RTower-deb;damage&lt;br /&gt;
| &lt;br /&gt;
The dish is a rotating subobject.&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Fighterbay.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Fighterbay&lt;br /&gt;
| 228.44&lt;br /&gt;
| 293.83&lt;br /&gt;
| 138.28&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: MoonFB.pof&lt;br /&gt;
:Texture list: HRMoon;MareTile;LHD-Body&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Bridge.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Bridge&lt;br /&gt;
| 55&lt;br /&gt;
| 1,100&lt;br /&gt;
| 298&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Bridge.pof&lt;br /&gt;
:Texture list: road-tile WIP2;awactile2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Artillery Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Artillery Tower&lt;br /&gt;
| 236.94&lt;br /&gt;
| 207.71&lt;br /&gt;
| 437.17&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Artillery_Tower.pof&lt;br /&gt;
:Texture list: tcov3ab;lights2;doctile3ab;tcov2ab;doctile1ab;tcov7;Beam4;SP&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Ice Mountain.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ice Mountain&lt;br /&gt;
| 317.47&lt;br /&gt;
| 320.1&lt;br /&gt;
| 585.54&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: isle4.pof&lt;br /&gt;
:Texture list: deep-freeze&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Space props==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Thumbnail&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Width&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Height&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Length&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Turrets&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Fighterbays&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Credits&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Modding Resources&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Additional Info&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Links&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AstLayer.jpg|frameless|center|350x350px]]&lt;br /&gt;
| AstLayer&lt;br /&gt;
| 1,491,093&lt;br /&gt;
| 1,468,440&lt;br /&gt;
| 241,650&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: astlayer.pof&lt;br /&gt;
:Texture list: invisible;invisible;AstLayer&lt;br /&gt;
| &lt;br /&gt;
Slowly rotating mesh made of flat textures to be used as a background.&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:SpaceRocks-BigRock4.jpg|frameless|center|350x350px]] &lt;br /&gt;
| BigRock4&lt;br /&gt;
| 2142&lt;br /&gt;
| 2371&lt;br /&gt;
| 2068&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: BigRock4.pof&lt;br /&gt;
:Texture list: BigRock4&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Scar Asteroid.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Scar Asteroid&lt;br /&gt;
| 8,738&lt;br /&gt;
| 18,299&lt;br /&gt;
| 8,993&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: astscar.pof&lt;br /&gt;
:Texture list: AstScar_B;AstScar_A;AstScar_C;AstScar_D&lt;br /&gt;
| &lt;br /&gt;
The infamous Scar Asteroid first featured in BtRL, with a modeled interior cave.&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Scar Asteroid C.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Scar Asteroid C&lt;br /&gt;
| 4,025&lt;br /&gt;
| 2,070&lt;br /&gt;
| 2,500&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: astscarc.pof&lt;br /&gt;
:Texture list: Ast_R1_04;Ast_R1_01;Ast_R1_03;Ast_R1_02;Ast_R1_Deb&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Asteroid_Field_1.jpeg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 1#3D&lt;br /&gt;
| 1,353&lt;br /&gt;
| 1,332&lt;br /&gt;
| 992&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField1-3D.pof&lt;br /&gt;
:Texture list: Rock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AsteroidField1_Flat.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 1#Flat&lt;br /&gt;
| 1,657&lt;br /&gt;
| 1,610&lt;br /&gt;
| 488&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField1-Flat.pof&lt;br /&gt;
:Texture list: Rock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AsteroidField2_3D.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 2#3D&lt;br /&gt;
| 2,262&lt;br /&gt;
| 2,110&lt;br /&gt;
| 1,919&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField2-3D.pof&lt;br /&gt;
:Texture list: Rock2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AsteroidField2_Flat.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 2#Flat&lt;br /&gt;
| 3,353&lt;br /&gt;
| 3,223&lt;br /&gt;
| 760&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField2-Flat.pof&lt;br /&gt;
:Texture list: Rock2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AsteroidField3_3D.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 3#3D&lt;br /&gt;
| 3,524&lt;br /&gt;
| 3,188&lt;br /&gt;
| 2,616&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField3-3D.pof&lt;br /&gt;
:Texture list: Rock3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AsteroidField3_Flat.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 3#Flat&lt;br /&gt;
| 3,953&lt;br /&gt;
| 3,815&lt;br /&gt;
| 1,077&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField3-Flat.pof&lt;br /&gt;
:Texture list: Rock3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Derelict 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Derelict 1&lt;br /&gt;
| 942.6&lt;br /&gt;
| 884.87&lt;br /&gt;
| 2052.3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: derelict1.pof&lt;br /&gt;
:Texture list: debris1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Derelict 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Derelict 2&lt;br /&gt;
| 288.05&lt;br /&gt;
| 365.61&lt;br /&gt;
| 830.07&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: derelict2.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 1&lt;br /&gt;
| 205.9&lt;br /&gt;
| 202.34&lt;br /&gt;
| 350.31&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk1.pof&lt;br /&gt;
:Texture list: debris1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 2&lt;br /&gt;
| 222.11&lt;br /&gt;
| 298.34&lt;br /&gt;
| 197.77&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk2.pof&lt;br /&gt;
:Texture list: debris1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 3&lt;br /&gt;
| 123.14&lt;br /&gt;
| 126.45&lt;br /&gt;
| 244.87&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk3.pof&lt;br /&gt;
:Texture list: debris2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 4.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 4&lt;br /&gt;
| 179.15&lt;br /&gt;
| 171.7&lt;br /&gt;
| 230.9&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk4.pof&lt;br /&gt;
:Texture list: debris2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 5.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 5&lt;br /&gt;
| 77.11&lt;br /&gt;
| 43.94&lt;br /&gt;
| 161.84&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk5.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 6.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 6&lt;br /&gt;
| 72.55&lt;br /&gt;
| 27.24&lt;br /&gt;
| 19.64&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk6.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 7.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 7&lt;br /&gt;
| 49.78&lt;br /&gt;
| 38.43&lt;br /&gt;
| 63.73&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk7.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 8.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 8&lt;br /&gt;
| 41.34&lt;br /&gt;
| 40.28&lt;br /&gt;
| 62.05&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk8.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 9.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 9&lt;br /&gt;
| 85.68&lt;br /&gt;
| 77.78&lt;br /&gt;
| 74.72&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk9.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 10.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 10&lt;br /&gt;
| 71.76&lt;br /&gt;
| 86.79&lt;br /&gt;
| 76.77&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk10.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 11.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 11&lt;br /&gt;
| 49.58&lt;br /&gt;
| 26.73&lt;br /&gt;
| 83.51&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk11.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 13.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 13&lt;br /&gt;
| 102.69&lt;br /&gt;
| 69.5&lt;br /&gt;
| 271.05&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk13.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 14.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 14&lt;br /&gt;
| 61.24&lt;br /&gt;
| 59.92&lt;br /&gt;
| 41.7&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk14.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:ArenaAsteroid.jpg|frameless|center|350x350px]]&lt;br /&gt;
| ArenaAsteroid&lt;br /&gt;
| 12,971&lt;br /&gt;
| 15,235&lt;br /&gt;
| 9,781&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Arenaroid.pof&lt;br /&gt;
:Texture list: arena-outerroid;arena-innerroid&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Blue Asteroid 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Blue Asteroid 1&lt;br /&gt;
| 8,705&lt;br /&gt;
| 18,291&lt;br /&gt;
| 8,974&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceMassive1.pof&lt;br /&gt;
:Texture list: AstScar_Main;AstScar_Ent;AstScar_Inside&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Blue Asteroid 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Blue Asteroid 2&lt;br /&gt;
| 5,811&lt;br /&gt;
| 10,204&lt;br /&gt;
| 7,152&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceMassive2.pof&lt;br /&gt;
:Texture list: AstScar2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Blue Asteroid 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Blue Asteroid 3&lt;br /&gt;
| 3,428&lt;br /&gt;
| 5,408&lt;br /&gt;
| 5,450&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceMassive3.pof&lt;br /&gt;
:Texture list: AstScar3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Huge Blue Asteroid 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Huge Blue Asteroid 1&lt;br /&gt;
| 1,149&lt;br /&gt;
| 1,247&lt;br /&gt;
| 1,765&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceHuge1.pof&lt;br /&gt;
:Texture list: AstHugeBlue1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Huge Blue Asteroid 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Huge Blue Asteroid 2&lt;br /&gt;
| 617.71&lt;br /&gt;
| 534.75&lt;br /&gt;
| 594.24&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceHuge2.pof&lt;br /&gt;
:Texture list: AstHugeBlue2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Large Blue Asteroid.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Large Blue Asteroid&lt;br /&gt;
| 244.76&lt;br /&gt;
| 271.88&lt;br /&gt;
| 219.07&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceLarge.pof&lt;br /&gt;
:Texture list: asteroid3-01&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Rocky Asteroid 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Rocky Asteroid 1&lt;br /&gt;
| 3,213&lt;br /&gt;
| 3,194&lt;br /&gt;
| 3,811&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-RockMassive1.pof&lt;br /&gt;
:Texture list: AstMassiveRock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Rocky Asteroid 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Rocky Asteroid 2&lt;br /&gt;
| 2,379&lt;br /&gt;
| 2,239&lt;br /&gt;
| 1,802&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-RockMassive2.pof&lt;br /&gt;
:Texture list: AstMassiveRock2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Rocky Asteroid 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Rocky Asteroid 3&lt;br /&gt;
| 3,055&lt;br /&gt;
| 3,808&lt;br /&gt;
| 2,130&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-RockMassive3.pof&lt;br /&gt;
:Texture list: AstMassiveRock3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Ore Asteroid.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ore Asteroid&lt;br /&gt;
| 51.83&lt;br /&gt;
| 51.99&lt;br /&gt;
| 48.24&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-Ore.pof&lt;br /&gt;
:Texture list: astore1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Salteroid.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Salteroid&lt;br /&gt;
| 2,044&lt;br /&gt;
| 1,858&lt;br /&gt;
| 3,942&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: asteroid-ice-cylinder.pof&lt;br /&gt;
:Texture list: aster-icecylinder&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Rock1Collection3D.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Rock1Collection3D&lt;br /&gt;
| 1,353&lt;br /&gt;
| 1,332&lt;br /&gt;
| 992&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Rock1Collection3D.pof&lt;br /&gt;
:Texture list: astmassiverock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Rock2Collection3D.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Rock2Collection3D&lt;br /&gt;
| 2,262&lt;br /&gt;
| 2,110&lt;br /&gt;
| 1,919&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Rock2Collection3D.pof&lt;br /&gt;
:Texture list: astmassiverock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Rock3Collection3D.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Rock3Collection3D&lt;br /&gt;
| 3,524&lt;br /&gt;
| 3,188&lt;br /&gt;
| 2,616&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Rock3Collection3D.pof&lt;br /&gt;
:Texture list: astmassiverock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Panels.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Panels&lt;br /&gt;
| 45.48&lt;br /&gt;
| 44.44&lt;br /&gt;
| 7.94&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Panels.pof&lt;br /&gt;
:Texture list: habdd&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:DebrisB.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris#B&lt;br /&gt;
| 72.77&lt;br /&gt;
| 340.85&lt;br /&gt;
| 93.9&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Wing Commander Saga team&lt;br /&gt;
| &lt;br /&gt;
:$POF File: tcs_caernaven_debris.pof&lt;br /&gt;
:Texture list: tcs_caernaven_d_1;debris01c&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* [https://fsnebula.org/mod/Wing_Commander_Saga Wing Commander Saga on Knossos | FSNebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:AsteroidA.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid#A&lt;br /&gt;
| 4,307&lt;br /&gt;
| 4,425&lt;br /&gt;
| 4,492&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Wing Commander Saga team&lt;br /&gt;
| &lt;br /&gt;
:$POF File: misc_asteroid_1.pof&lt;br /&gt;
:Texture list: asteroid_huge_01&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* [https://fsnebula.org/mod/Wing_Commander_Saga Wing Commander Saga on Knossos | FSNebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:DebrisA.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris#A&lt;br /&gt;
| 37&lt;br /&gt;
| 181.49&lt;br /&gt;
| 41.71&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Wing Commander Saga team&lt;br /&gt;
| &lt;br /&gt;
:$POF File: kis_zakhari_debris.pof&lt;br /&gt;
:Texture list: kilrathi_details_2;kilrathi_details_1;debris_1;kis_zakhari_3;kis_zakhari_1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* [https://fsnebula.org/mod/Wing_Commander_Saga Wing Commander Saga on Knossos | FSNebula]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>DefCynodont119</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=File:SpaceRocks-BigRock4.jpg&amp;diff=63214</id>
		<title>File:SpaceRocks-BigRock4.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=File:SpaceRocks-BigRock4.jpg&amp;diff=63214"/>
		<updated>2021-03-01T02:59:16Z</updated>

		<summary type="html">&lt;p&gt;DefCynodont119: Large Asteroid, made by Shivan Hunter. Image taken in FRED by DefCynodont119&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Large Asteroid, made by Shivan Hunter. Image taken in FRED by DefCynodont119&lt;/div&gt;</summary>
		<author><name>DefCynodont119</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Static_props&amp;diff=63213</id>
		<title>Static props</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Static_props&amp;diff=63213"/>
		<updated>2021-03-01T01:46:16Z</updated>

		<summary type="html">&lt;p&gt;DefCynodont119: /* Space props */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Landscapes==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Thumbnail&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Width&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Height&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Length&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Turrets&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Fighterbays&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Credits&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Modding Resources&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Additional Info&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Links&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Landscape.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Landscape&lt;br /&gt;
| 100,000&lt;br /&gt;
| 100,000&lt;br /&gt;
| 1,950&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: landscape.pof&lt;br /&gt;
:Texture list: groundtile&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Landscape 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Landscape 2&lt;br /&gt;
| 5,910&lt;br /&gt;
| 5,910&lt;br /&gt;
| 992&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: landscape2.pof&lt;br /&gt;
:Texture list: groundtile2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Landscape 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Landscape 3&lt;br /&gt;
| 7,174&lt;br /&gt;
| 7,175&lt;br /&gt;
| 1,278&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: landscape3.pof&lt;br /&gt;
:Texture list: groundtile3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-City Layer.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Layer&lt;br /&gt;
| 5,329&lt;br /&gt;
| 4,510&lt;br /&gt;
| 289&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: cor_layer1.pof&lt;br /&gt;
:Texture list: Bdebris;grass2;cor_streets;groundtile2;invisible;cor_spaceport;insttex04;darkgrey&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Moon Landscape.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Moon Landscape&lt;br /&gt;
| 200,000&lt;br /&gt;
| 200,000&lt;br /&gt;
| 2,490&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Moon_Landscape.pof&lt;br /&gt;
:Texture list: moon01&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:The GRID.jpg|frameless|center|350x350px]]&lt;br /&gt;
| The GRID&lt;br /&gt;
| 20,009&lt;br /&gt;
| 20,009&lt;br /&gt;
| 9&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: GRID.pof&lt;br /&gt;
:Texture list: GRID-trans&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:CityBlock-Burbs.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Block#Burbs&lt;br /&gt;
| 1,500&lt;br /&gt;
| 1,500&lt;br /&gt;
| 87&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: city1.pof&lt;br /&gt;
:Texture list: bldg;struts;uefplate5;cor_streets&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:CityBlock-CBD.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Block#CBD&lt;br /&gt;
| 1,500&lt;br /&gt;
| 1,500&lt;br /&gt;
| 277&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: city2.pof&lt;br /&gt;
:Texture list: bldg2;struts;uefplate5;cor_streets&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:CityBlock-CBD2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Block#CBD2&lt;br /&gt;
| 1,500&lt;br /&gt;
| 1,500&lt;br /&gt;
| 367&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: city3.pof&lt;br /&gt;
:Texture list: bldg;Struts;uefplate5;skyscraperblue;skyscraperblue2;bldg2;bldg3;cor_streets&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:CityBlock-Park.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Block#Park&lt;br /&gt;
| 1,500&lt;br /&gt;
| 1,501&lt;br /&gt;
| 65&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: citypark.pof&lt;br /&gt;
:Texture list: cor_streets;bldg3;Struts;grass3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Paris Landscape.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Paris Landscape&lt;br /&gt;
| 1,728&lt;br /&gt;
| 1,728&lt;br /&gt;
| 409&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Exile_Other_Paris.pof&lt;br /&gt;
:Texture list: eiffeltile;GTAtile1;invisible&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:ParisLandscape-Hills.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Paris Landscape#Hills&lt;br /&gt;
| 100,001&lt;br /&gt;
| 100,001&lt;br /&gt;
| 4,571&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Exile_Other_ParisHills.pof&lt;br /&gt;
:Texture list: ParisGrass&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:MoonLandscape-TI.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Moon Heroscape&lt;br /&gt;
| 25,000&lt;br /&gt;
| 25,000&lt;br /&gt;
| 119&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Heroscape2.pof&lt;br /&gt;
:Texture list: HRMoon;invisible&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Moon Hills.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Moon Hills&lt;br /&gt;
| 75,000&lt;br /&gt;
| 75,000&lt;br /&gt;
| 6,412&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Hills.pof&lt;br /&gt;
:Texture list: HRMoon&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:MoonLandscape2-TI.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Moon Landscape&lt;br /&gt;
| 75,000&lt;br /&gt;
| 75,000&lt;br /&gt;
| 3,098&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: LScape.pof&lt;br /&gt;
:Texture list: HRMoon&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Crater1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Crater1&lt;br /&gt;
| 1,692&lt;br /&gt;
| 1,692&lt;br /&gt;
| 73&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Crater1.pof&lt;br /&gt;
:Texture list: Crater1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Crater2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Crater2&lt;br /&gt;
| 2,463&lt;br /&gt;
| 2,463&lt;br /&gt;
| 217&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Crater2.pof&lt;br /&gt;
:Texture list: Crater2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Vestenra Isle.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Vestenra Isle&lt;br /&gt;
| 41,088&lt;br /&gt;
| 41,088&lt;br /&gt;
| 1,615&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Landscape_Vestenra.pof&lt;br /&gt;
:Texture list: Bdebris;Unbenannt-map;ground2;ground1;ground3;ground4;awactile1;install01-04;b2dmg;damage;b9dmg;b4dmg;b8dmg;b3dmg;b8_2dmg;b1dmg;b2;b1;b3;b4;b8;b8_2;b9;cor_spaceport;UV2048;fire-trans;C_Prison&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Vestenra Lights.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Vestenra Lights&lt;br /&gt;
| 4,016&lt;br /&gt;
| 4,497&lt;br /&gt;
| 987&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Vestenra_Lights.pof&lt;br /&gt;
:Texture list: Bdebris;sLight;s_light_ray-trans;sLight_dest;fire-trans&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Shadow Genesis Nodemap.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Shadow Genesis Nodemap&lt;br /&gt;
| 2,500&lt;br /&gt;
| 2,500&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: BH_Nodemap.pof&lt;br /&gt;
:Texture list: nodemap&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Hephaestus Landscape.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Hephaestus Landscape&lt;br /&gt;
| 100,001&lt;br /&gt;
| 100,001&lt;br /&gt;
| 4,571&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Hephaestus_Landscape.pof&lt;br /&gt;
:Texture list: Deep-Freeze&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Frozen Sea.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Frozen Sea&lt;br /&gt;
| 400,000&lt;br /&gt;
| 400,000&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Iced_Sea.pof&lt;br /&gt;
:Texture list: deep-freeze;muddy-ice&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Iced Isle 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Iced Isle 1&lt;br /&gt;
| 9,626&lt;br /&gt;
| 9,693&lt;br /&gt;
| 1,515&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: isle1.pof&lt;br /&gt;
:Texture list: deep-freeze;deep-freeze;deep-freeze;deep-freeze;invisible&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Iced Isle 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Iced Isle 2&lt;br /&gt;
| 16,176&lt;br /&gt;
| 15,446&lt;br /&gt;
| 2,632&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: isle2.pof&lt;br /&gt;
:Texture list: deep-freeze;muddy-ice&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Iced Isle 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Iced Isle 3&lt;br /&gt;
| 8,214&lt;br /&gt;
| 8,421&lt;br /&gt;
| 1,111&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: isle3.pof&lt;br /&gt;
:Texture list: deep-freeze;deep-freeze;deep-freeze;deep-freeze&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ground buildings / Props==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Thumbnail&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Width&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Height&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Length&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Turrets&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Fighterbays&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Credits&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Modding Resources&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Additional Info&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Links&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Antennae.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Antennae&lt;br /&gt;
| 229.25&lt;br /&gt;
| 190.48&lt;br /&gt;
| 147.06&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundantennae.pof&lt;br /&gt;
:Texture list: citadel;cwhull1&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Light Turret Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Light Turret Tower&lt;br /&gt;
| 40.12&lt;br /&gt;
| 43.66&lt;br /&gt;
| 33.86&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundlturret.pof&lt;br /&gt;
:Texture list: groundbase;pdturret&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Light Missile Tower.jpg|frameless|right|center|350x350px]]&lt;br /&gt;
| Light Missile Tower&lt;br /&gt;
| 40.12&lt;br /&gt;
| 43.66&lt;br /&gt;
| 35.58&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundmturret.pof&lt;br /&gt;
:Texture list: groundbase;pdturret;missile_l&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Heavy Turret Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Heavy Turret Tower&lt;br /&gt;
| 133.75&lt;br /&gt;
| 145.53&lt;br /&gt;
| 113.45&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundhturret.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Missile Silo.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Missile Silo&lt;br /&gt;
| 124.82&lt;br /&gt;
| 83.55&lt;br /&gt;
| 27.73&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundmturret2.pof&lt;br /&gt;
:Texture list: invisible;modular2&lt;br /&gt;
| &lt;br /&gt;
There are two animated doors on top with two turret firepoints each&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Tower&lt;br /&gt;
| 346.36&lt;br /&gt;
| 364.2&lt;br /&gt;
| 335.86&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundtower.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Panel.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Panel&lt;br /&gt;
| 200.62&lt;br /&gt;
| 218.29&lt;br /&gt;
| 234.71&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundpanel.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Station.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Station&lt;br /&gt;
| 949&lt;br /&gt;
| 2,178&lt;br /&gt;
| 591&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundstation.pof&lt;br /&gt;
:Texture list: station;stationdebris&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Hangar.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Hangar&lt;br /&gt;
| 822.99&lt;br /&gt;
| 731.97&lt;br /&gt;
| 182.47&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundhangar.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Energy.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Energy&lt;br /&gt;
| 292.58&lt;br /&gt;
| 365.99&lt;br /&gt;
| 158.51&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundenergy.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Warehouse.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Warehouse&lt;br /&gt;
| 292.58&lt;br /&gt;
| 365.99&lt;br /&gt;
| 100.15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundwarehouse.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Cometary Habitat.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Cometary Habitat&lt;br /&gt;
| 307.29&lt;br /&gt;
| 887.55&lt;br /&gt;
| 677.19&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: GEF_Habitat.pof&lt;br /&gt;
:Texture list: eezoCompleteMap;shiphull6&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Luna City.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Luna City&lt;br /&gt;
| 12,356&lt;br /&gt;
| 12,365&lt;br /&gt;
| 1,295&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Luna_City.pof&lt;br /&gt;
:Texture list: baseplating;uefplate;vctile4;shiphull7;uefplate2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Luna Dome.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Luna Dome&lt;br /&gt;
| 2,007&lt;br /&gt;
| 2,007&lt;br /&gt;
| 1,073&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Luna_Dome.pof&lt;br /&gt;
:Texture list: chg-capital01-03;lights;shiphull7;uefplate;capital11-01a;helheim03a&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Lunar Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Lunar Tower&lt;br /&gt;
| 550.44&lt;br /&gt;
| 514.25&lt;br /&gt;
| 180.45&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Lunar_Tower.pof&lt;br /&gt;
:Texture list: uefplate2;baseplating&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Lunar Magnetic Levitator.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Lunar Magnetic Levitator&lt;br /&gt;
| 130&lt;br /&gt;
| 104,261&lt;br /&gt;
| 69&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Lunar_Mag_Lev.pof&lt;br /&gt;
:Texture list: shiphull7&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:City Base.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Base&lt;br /&gt;
| 4,180&lt;br /&gt;
| 4,180&lt;br /&gt;
| 106&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: City_Base.pof&lt;br /&gt;
:Texture list: uefplate5&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Skyscraper 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Skyscraper 2&lt;br /&gt;
| 190.8&lt;br /&gt;
| 184.39&lt;br /&gt;
| 386.47&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: skyscraper2.pof&lt;br /&gt;
:Texture list: build1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Skyscraper 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Skyscraper 3&lt;br /&gt;
| 96.42&lt;br /&gt;
| 96.42&lt;br /&gt;
| 626.56&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: skyscraper3.pof&lt;br /&gt;
:Texture list: build2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Skyscraper 4.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Skyscraper 4&lt;br /&gt;
| 150&lt;br /&gt;
| 193.75&lt;br /&gt;
| 466.25&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: skyscraper4.pof&lt;br /&gt;
:Texture list: building8_2;building8&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Space Port.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Space Port&lt;br /&gt;
| 60.44&lt;br /&gt;
| 60.44&lt;br /&gt;
| 60.44&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: spaceport.pof&lt;br /&gt;
:Texture list: invisible;invisible;cor_spaceport;insttex04&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Biodome-Struts.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Biodome-Struts&lt;br /&gt;
| 200&lt;br /&gt;
| 200&lt;br /&gt;
| 105.81&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Biodome-Struts.pof&lt;br /&gt;
:Texture list: biodome;Struts&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Biodome-Glass.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Biodome-Glass&lt;br /&gt;
| 192.64&lt;br /&gt;
| 192.57&lt;br /&gt;
| 94.67&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Biodome-Glass.pof&lt;br /&gt;
:Texture list: GoldGlass&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Big Building.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Big Building&lt;br /&gt;
| 510.22&lt;br /&gt;
| 508.29&lt;br /&gt;
| 880.92&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Terran_Centrum.pof&lt;br /&gt;
:Texture list: super_build&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Sensor Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Sensor Tower&lt;br /&gt;
| 57.24&lt;br /&gt;
| 50.8&lt;br /&gt;
| 102.06&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Pylon.pof&lt;br /&gt;
:Texture list: rtower;RTower-deb;damage&lt;br /&gt;
| &lt;br /&gt;
The dish is a rotating subobject.&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Fighterbay.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Fighterbay&lt;br /&gt;
| 228.44&lt;br /&gt;
| 293.83&lt;br /&gt;
| 138.28&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: MoonFB.pof&lt;br /&gt;
:Texture list: HRMoon;MareTile;LHD-Body&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Bridge.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Bridge&lt;br /&gt;
| 55&lt;br /&gt;
| 1,100&lt;br /&gt;
| 298&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Bridge.pof&lt;br /&gt;
:Texture list: road-tile WIP2;awactile2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Artillery Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Artillery Tower&lt;br /&gt;
| 236.94&lt;br /&gt;
| 207.71&lt;br /&gt;
| 437.17&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Artillery_Tower.pof&lt;br /&gt;
:Texture list: tcov3ab;lights2;doctile3ab;tcov2ab;doctile1ab;tcov7;Beam4;SP&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Ice Mountain.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ice Mountain&lt;br /&gt;
| 317.47&lt;br /&gt;
| 320.1&lt;br /&gt;
| 585.54&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: isle4.pof&lt;br /&gt;
:Texture list: deep-freeze&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Space props==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Thumbnail&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Width&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Height&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Length&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Turrets&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Fighterbays&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Credits&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Modding Resources&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Additional Info&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Links&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AstLayer.jpg|frameless|center|350x350px]]&lt;br /&gt;
| AstLayer&lt;br /&gt;
| 1,491,093&lt;br /&gt;
| 1,468,440&lt;br /&gt;
| 241,650&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: astlayer.pof&lt;br /&gt;
:Texture list: invisible;invisible;AstLayer&lt;br /&gt;
| &lt;br /&gt;
Slowly rotating mesh made of flat textures to be used as a background.&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Scar Asteroid.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Scar Asteroid&lt;br /&gt;
| 8,738&lt;br /&gt;
| 18,299&lt;br /&gt;
| 8,993&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: astscar.pof&lt;br /&gt;
:Texture list: AstScar_B;AstScar_A;AstScar_C;AstScar_D&lt;br /&gt;
| &lt;br /&gt;
The infamous Scar Asteroid first featured in BtRL, with a modeled interior cave.&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Scar Asteroid C.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Scar Asteroid C&lt;br /&gt;
| 4,025&lt;br /&gt;
| 2,070&lt;br /&gt;
| 2,500&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: astscarc.pof&lt;br /&gt;
:Texture list: Ast_R1_04;Ast_R1_01;Ast_R1_03;Ast_R1_02;Ast_R1_Deb&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Asteroid_Field_1.jpeg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 1#3D&lt;br /&gt;
| 1,353&lt;br /&gt;
| 1,332&lt;br /&gt;
| 992&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField1-3D.pof&lt;br /&gt;
:Texture list: Rock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AsteroidField1_Flat.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 1#Flat&lt;br /&gt;
| 1,657&lt;br /&gt;
| 1,610&lt;br /&gt;
| 488&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField1-Flat.pof&lt;br /&gt;
:Texture list: Rock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AsteroidField2_3D.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 2#3D&lt;br /&gt;
| 2,262&lt;br /&gt;
| 2,110&lt;br /&gt;
| 1,919&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField2-3D.pof&lt;br /&gt;
:Texture list: Rock2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AsteroidField2_Flat.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 2#Flat&lt;br /&gt;
| 3,353&lt;br /&gt;
| 3,223&lt;br /&gt;
| 760&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField2-Flat.pof&lt;br /&gt;
:Texture list: Rock2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AsteroidField3_3D.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 3#3D&lt;br /&gt;
| 3,524&lt;br /&gt;
| 3,188&lt;br /&gt;
| 2,616&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField3-3D.pof&lt;br /&gt;
:Texture list: Rock3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AsteroidField3_Flat.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 3#Flat&lt;br /&gt;
| 3,953&lt;br /&gt;
| 3,815&lt;br /&gt;
| 1,077&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField3-Flat.pof&lt;br /&gt;
:Texture list: Rock3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Derelict 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Derelict 1&lt;br /&gt;
| 942.6&lt;br /&gt;
| 884.87&lt;br /&gt;
| 2052.3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: derelict1.pof&lt;br /&gt;
:Texture list: debris1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Derelict 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Derelict 2&lt;br /&gt;
| 288.05&lt;br /&gt;
| 365.61&lt;br /&gt;
| 830.07&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: derelict2.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 1&lt;br /&gt;
| 205.9&lt;br /&gt;
| 202.34&lt;br /&gt;
| 350.31&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk1.pof&lt;br /&gt;
:Texture list: debris1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 2&lt;br /&gt;
| 222.11&lt;br /&gt;
| 298.34&lt;br /&gt;
| 197.77&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk2.pof&lt;br /&gt;
:Texture list: debris1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 3&lt;br /&gt;
| 123.14&lt;br /&gt;
| 126.45&lt;br /&gt;
| 244.87&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk3.pof&lt;br /&gt;
:Texture list: debris2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 4.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 4&lt;br /&gt;
| 179.15&lt;br /&gt;
| 171.7&lt;br /&gt;
| 230.9&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk4.pof&lt;br /&gt;
:Texture list: debris2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 5.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 5&lt;br /&gt;
| 77.11&lt;br /&gt;
| 43.94&lt;br /&gt;
| 161.84&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk5.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 6.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 6&lt;br /&gt;
| 72.55&lt;br /&gt;
| 27.24&lt;br /&gt;
| 19.64&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk6.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 7.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 7&lt;br /&gt;
| 49.78&lt;br /&gt;
| 38.43&lt;br /&gt;
| 63.73&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk7.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 8.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 8&lt;br /&gt;
| 41.34&lt;br /&gt;
| 40.28&lt;br /&gt;
| 62.05&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk8.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 9.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 9&lt;br /&gt;
| 85.68&lt;br /&gt;
| 77.78&lt;br /&gt;
| 74.72&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk9.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 10.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 10&lt;br /&gt;
| 71.76&lt;br /&gt;
| 86.79&lt;br /&gt;
| 76.77&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk10.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 11.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 11&lt;br /&gt;
| 49.58&lt;br /&gt;
| 26.73&lt;br /&gt;
| 83.51&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk11.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 13.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 13&lt;br /&gt;
| 102.69&lt;br /&gt;
| 69.5&lt;br /&gt;
| 271.05&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk13.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 14.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 14&lt;br /&gt;
| 61.24&lt;br /&gt;
| 59.92&lt;br /&gt;
| 41.7&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk14.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:ArenaAsteroid.jpg|frameless|center|350x350px]]&lt;br /&gt;
| ArenaAsteroid&lt;br /&gt;
| 12,971&lt;br /&gt;
| 15,235&lt;br /&gt;
| 9,781&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Arenaroid.pof&lt;br /&gt;
:Texture list: arena-outerroid;arena-innerroid&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Blue Asteroid 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Blue Asteroid 1&lt;br /&gt;
| 8,705&lt;br /&gt;
| 18,291&lt;br /&gt;
| 8,974&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceMassive1.pof&lt;br /&gt;
:Texture list: AstScar_Main;AstScar_Ent;AstScar_Inside&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Blue Asteroid 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Blue Asteroid 2&lt;br /&gt;
| 5,811&lt;br /&gt;
| 10,204&lt;br /&gt;
| 7,152&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceMassive2.pof&lt;br /&gt;
:Texture list: AstScar2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Blue Asteroid 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Blue Asteroid 3&lt;br /&gt;
| 3,428&lt;br /&gt;
| 5,408&lt;br /&gt;
| 5,450&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceMassive3.pof&lt;br /&gt;
:Texture list: AstScar3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Huge Blue Asteroid 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Huge Blue Asteroid 1&lt;br /&gt;
| 1,149&lt;br /&gt;
| 1,247&lt;br /&gt;
| 1,765&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceHuge1.pof&lt;br /&gt;
:Texture list: AstHugeBlue1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Huge Blue Asteroid 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Huge Blue Asteroid 2&lt;br /&gt;
| 617.71&lt;br /&gt;
| 534.75&lt;br /&gt;
| 594.24&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceHuge2.pof&lt;br /&gt;
:Texture list: AstHugeBlue2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Large Blue Asteroid.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Large Blue Asteroid&lt;br /&gt;
| 244.76&lt;br /&gt;
| 271.88&lt;br /&gt;
| 219.07&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceLarge.pof&lt;br /&gt;
:Texture list: asteroid3-01&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Rocky Asteroid 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Rocky Asteroid 1&lt;br /&gt;
| 3,213&lt;br /&gt;
| 3,194&lt;br /&gt;
| 3,811&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-RockMassive1.pof&lt;br /&gt;
:Texture list: AstMassiveRock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Rocky Asteroid 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Rocky Asteroid 2&lt;br /&gt;
| 2,379&lt;br /&gt;
| 2,239&lt;br /&gt;
| 1,802&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-RockMassive2.pof&lt;br /&gt;
:Texture list: AstMassiveRock2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Rocky Asteroid 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Rocky Asteroid 3&lt;br /&gt;
| 3,055&lt;br /&gt;
| 3,808&lt;br /&gt;
| 2,130&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-RockMassive3.pof&lt;br /&gt;
:Texture list: AstMassiveRock3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Ore Asteroid.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ore Asteroid&lt;br /&gt;
| 51.83&lt;br /&gt;
| 51.99&lt;br /&gt;
| 48.24&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-Ore.pof&lt;br /&gt;
:Texture list: astore1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Salteroid.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Salteroid&lt;br /&gt;
| 2,044&lt;br /&gt;
| 1,858&lt;br /&gt;
| 3,942&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: asteroid-ice-cylinder.pof&lt;br /&gt;
:Texture list: aster-icecylinder&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Rock1Collection3D.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Rock1Collection3D&lt;br /&gt;
| 1,353&lt;br /&gt;
| 1,332&lt;br /&gt;
| 992&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Rock1Collection3D.pof&lt;br /&gt;
:Texture list: astmassiverock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Rock2Collection3D.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Rock2Collection3D&lt;br /&gt;
| 2,262&lt;br /&gt;
| 2,110&lt;br /&gt;
| 1,919&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Rock2Collection3D.pof&lt;br /&gt;
:Texture list: astmassiverock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Rock3Collection3D.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Rock3Collection3D&lt;br /&gt;
| 3,524&lt;br /&gt;
| 3,188&lt;br /&gt;
| 2,616&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Shivan Hunter&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Rock3Collection3D.pof&lt;br /&gt;
:Texture list: astmassiverock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Panels.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Panels&lt;br /&gt;
| 45.48&lt;br /&gt;
| 44.44&lt;br /&gt;
| 7.94&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Panels.pof&lt;br /&gt;
:Texture list: habdd&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:DebrisB.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris#B&lt;br /&gt;
| 72.77&lt;br /&gt;
| 340.85&lt;br /&gt;
| 93.9&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Wing Commander Saga team&lt;br /&gt;
| &lt;br /&gt;
:$POF File: tcs_caernaven_debris.pof&lt;br /&gt;
:Texture list: tcs_caernaven_d_1;debris01c&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* [https://fsnebula.org/mod/Wing_Commander_Saga Wing Commander Saga on Knossos | FSNebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:AsteroidA.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid#A&lt;br /&gt;
| 4,307&lt;br /&gt;
| 4,425&lt;br /&gt;
| 4,492&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Wing Commander Saga team&lt;br /&gt;
| &lt;br /&gt;
:$POF File: misc_asteroid_1.pof&lt;br /&gt;
:Texture list: asteroid_huge_01&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* [https://fsnebula.org/mod/Wing_Commander_Saga Wing Commander Saga on Knossos | FSNebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:DebrisA.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris#A&lt;br /&gt;
| 37&lt;br /&gt;
| 181.49&lt;br /&gt;
| 41.71&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Wing Commander Saga team&lt;br /&gt;
| &lt;br /&gt;
:$POF File: kis_zakhari_debris.pof&lt;br /&gt;
:Texture list: kilrathi_details_2;kilrathi_details_1;debris_1;kis_zakhari_3;kis_zakhari_1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* [https://fsnebula.org/mod/Wing_Commander_Saga Wing Commander Saga on Knossos | FSNebula]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>DefCynodont119</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Static_props&amp;diff=63203</id>
		<title>Static props</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Static_props&amp;diff=63203"/>
		<updated>2021-02-25T21:56:46Z</updated>

		<summary type="html">&lt;p&gt;DefCynodont119: /* Space props */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Landscapes==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Thumbnail&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Width&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Height&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Length&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Turrets&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Fighterbays&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Credits&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Modding Resources&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Additional Info&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Links&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Landscape.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Landscape&lt;br /&gt;
| 100,000&lt;br /&gt;
| 100,000&lt;br /&gt;
| 1,950&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: landscape.pof&lt;br /&gt;
:Texture list: groundtile&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Landscape 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Landscape 2&lt;br /&gt;
| 5,910&lt;br /&gt;
| 5,910&lt;br /&gt;
| 992&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: landscape2.pof&lt;br /&gt;
:Texture list: groundtile2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Landscape 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Landscape 3&lt;br /&gt;
| 7,174&lt;br /&gt;
| 7,175&lt;br /&gt;
| 1,278&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: landscape3.pof&lt;br /&gt;
:Texture list: groundtile3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-City Layer.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Layer&lt;br /&gt;
| 5,329&lt;br /&gt;
| 4,510&lt;br /&gt;
| 289&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: cor_layer1.pof&lt;br /&gt;
:Texture list: Bdebris;grass2;cor_streets;groundtile2;invisible;cor_spaceport;insttex04;darkgrey&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Moon Landscape.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Moon Landscape&lt;br /&gt;
| 200,000&lt;br /&gt;
| 200,000&lt;br /&gt;
| 2,490&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Moon_Landscape.pof&lt;br /&gt;
:Texture list: moon01&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:The GRID.jpg|frameless|center|350x350px]]&lt;br /&gt;
| The GRID&lt;br /&gt;
| 20,009&lt;br /&gt;
| 20,009&lt;br /&gt;
| 9&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: GRID.pof&lt;br /&gt;
:Texture list: GRID-trans&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:CityBlock-Burbs.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Block#Burbs&lt;br /&gt;
| 1,500&lt;br /&gt;
| 1,500&lt;br /&gt;
| 87&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: city1.pof&lt;br /&gt;
:Texture list: bldg;struts;uefplate5;cor_streets&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:CityBlock-CBD.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Block#CBD&lt;br /&gt;
| 1,500&lt;br /&gt;
| 1,500&lt;br /&gt;
| 277&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: city2.pof&lt;br /&gt;
:Texture list: bldg2;struts;uefplate5;cor_streets&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:CityBlock-CBD2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Block#CBD2&lt;br /&gt;
| 1,500&lt;br /&gt;
| 1,500&lt;br /&gt;
| 367&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: city3.pof&lt;br /&gt;
:Texture list: bldg;Struts;uefplate5;skyscraperblue;skyscraperblue2;bldg2;bldg3;cor_streets&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:CityBlock-Park.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Block#Park&lt;br /&gt;
| 1,500&lt;br /&gt;
| 1,501&lt;br /&gt;
| 65&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: citypark.pof&lt;br /&gt;
:Texture list: cor_streets;bldg3;Struts;grass3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Paris Landscape.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Paris Landscape&lt;br /&gt;
| 1,728&lt;br /&gt;
| 1,728&lt;br /&gt;
| 409&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Exile_Other_Paris.pof&lt;br /&gt;
:Texture list: eiffeltile;GTAtile1;invisible&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:ParisLandscape-Hills.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Paris Landscape#Hills&lt;br /&gt;
| 100,001&lt;br /&gt;
| 100,001&lt;br /&gt;
| 4,571&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Exile_Other_ParisHills.pof&lt;br /&gt;
:Texture list: ParisGrass&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:MoonLandscape-TI.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Moon Heroscape&lt;br /&gt;
| 25,000&lt;br /&gt;
| 25,000&lt;br /&gt;
| 119&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Heroscape2.pof&lt;br /&gt;
:Texture list: HRMoon;invisible&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Moon Hills.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Moon Hills&lt;br /&gt;
| 75,000&lt;br /&gt;
| 75,000&lt;br /&gt;
| 6,412&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Hills.pof&lt;br /&gt;
:Texture list: HRMoon&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:MoonLandscape2-TI.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Moon Landscape&lt;br /&gt;
| 75,000&lt;br /&gt;
| 75,000&lt;br /&gt;
| 3,098&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: LScape.pof&lt;br /&gt;
:Texture list: HRMoon&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Crater1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Crater1&lt;br /&gt;
| 1,692&lt;br /&gt;
| 1,692&lt;br /&gt;
| 73&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Crater1.pof&lt;br /&gt;
:Texture list: Crater1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Crater2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Crater2&lt;br /&gt;
| 2,463&lt;br /&gt;
| 2,463&lt;br /&gt;
| 217&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Crater2.pof&lt;br /&gt;
:Texture list: Crater2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Vestenra Isle.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Vestenra Isle&lt;br /&gt;
| 41,088&lt;br /&gt;
| 41,088&lt;br /&gt;
| 1,615&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Landscape_Vestenra.pof&lt;br /&gt;
:Texture list: Bdebris;Unbenannt-map;ground2;ground1;ground3;ground4;awactile1;install01-04;b2dmg;damage;b9dmg;b4dmg;b8dmg;b3dmg;b8_2dmg;b1dmg;b2;b1;b3;b4;b8;b8_2;b9;cor_spaceport;UV2048;fire-trans;C_Prison&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Vestenra Lights.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Vestenra Lights&lt;br /&gt;
| 4,016&lt;br /&gt;
| 4,497&lt;br /&gt;
| 987&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Vestenra_Lights.pof&lt;br /&gt;
:Texture list: Bdebris;sLight;s_light_ray-trans;sLight_dest;fire-trans&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Shadow Genesis Nodemap.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Shadow Genesis Nodemap&lt;br /&gt;
| 2,500&lt;br /&gt;
| 2,500&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: BH_Nodemap.pof&lt;br /&gt;
:Texture list: nodemap&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Hephaestus Landscape.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Hephaestus Landscape&lt;br /&gt;
| 100,001&lt;br /&gt;
| 100,001&lt;br /&gt;
| 4,571&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Hephaestus_Landscape.pof&lt;br /&gt;
:Texture list: Deep-Freeze&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Frozen Sea.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Frozen Sea&lt;br /&gt;
| 400,000&lt;br /&gt;
| 400,000&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Iced_Sea.pof&lt;br /&gt;
:Texture list: deep-freeze;muddy-ice&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Iced Isle 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Iced Isle 1&lt;br /&gt;
| 9,626&lt;br /&gt;
| 9,693&lt;br /&gt;
| 1,515&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: isle1.pof&lt;br /&gt;
:Texture list: deep-freeze;deep-freeze;deep-freeze;deep-freeze;invisible&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Iced Isle 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Iced Isle 2&lt;br /&gt;
| 16,176&lt;br /&gt;
| 15,446&lt;br /&gt;
| 2,632&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: isle2.pof&lt;br /&gt;
:Texture list: deep-freeze;muddy-ice&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Iced Isle 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Iced Isle 3&lt;br /&gt;
| 8,214&lt;br /&gt;
| 8,421&lt;br /&gt;
| 1,111&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: isle3.pof&lt;br /&gt;
:Texture list: deep-freeze;deep-freeze;deep-freeze;deep-freeze&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ground buildings / Props==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Thumbnail&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Width&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Height&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Length&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Turrets&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Fighterbays&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Credits&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Modding Resources&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Additional Info&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Links&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Antennae.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Antennae&lt;br /&gt;
| 229.25&lt;br /&gt;
| 190.48&lt;br /&gt;
| 147.06&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundantennae.pof&lt;br /&gt;
:Texture list: citadel;cwhull1&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Light Turret Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Light Turret Tower&lt;br /&gt;
| 40.12&lt;br /&gt;
| 43.66&lt;br /&gt;
| 33.86&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundlturret.pof&lt;br /&gt;
:Texture list: groundbase;pdturret&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Light Missile Tower.jpg|frameless|right|center|350x350px]]&lt;br /&gt;
| Light Missile Tower&lt;br /&gt;
| 40.12&lt;br /&gt;
| 43.66&lt;br /&gt;
| 35.58&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundmturret.pof&lt;br /&gt;
:Texture list: groundbase;pdturret;missile_l&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Heavy Turret Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Heavy Turret Tower&lt;br /&gt;
| 133.75&lt;br /&gt;
| 145.53&lt;br /&gt;
| 113.45&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundhturret.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Missile Silo.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Missile Silo&lt;br /&gt;
| 124.82&lt;br /&gt;
| 83.55&lt;br /&gt;
| 27.73&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundmturret2.pof&lt;br /&gt;
:Texture list: invisible;modular2&lt;br /&gt;
| &lt;br /&gt;
There are two animated doors on top with two turret firepoints each&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Tower&lt;br /&gt;
| 346.36&lt;br /&gt;
| 364.2&lt;br /&gt;
| 335.86&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundtower.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Panel.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Panel&lt;br /&gt;
| 200.62&lt;br /&gt;
| 218.29&lt;br /&gt;
| 234.71&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundpanel.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Station.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Station&lt;br /&gt;
| 949&lt;br /&gt;
| 2,178&lt;br /&gt;
| 591&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundstation.pof&lt;br /&gt;
:Texture list: station;stationdebris&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Hangar.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Hangar&lt;br /&gt;
| 822.99&lt;br /&gt;
| 731.97&lt;br /&gt;
| 182.47&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundhangar.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Energy.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Energy&lt;br /&gt;
| 292.58&lt;br /&gt;
| 365.99&lt;br /&gt;
| 158.51&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundenergy.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Ground Warehouse.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ground Warehouse&lt;br /&gt;
| 292.58&lt;br /&gt;
| 365.99&lt;br /&gt;
| 100.15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: groundwarehouse.pof&lt;br /&gt;
:Texture list: groundbase&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Cometary Habitat.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Cometary Habitat&lt;br /&gt;
| 307.29&lt;br /&gt;
| 887.55&lt;br /&gt;
| 677.19&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: GEF_Habitat.pof&lt;br /&gt;
:Texture list: eezoCompleteMap;shiphull6&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Luna City.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Luna City&lt;br /&gt;
| 12,356&lt;br /&gt;
| 12,365&lt;br /&gt;
| 1,295&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Luna_City.pof&lt;br /&gt;
:Texture list: baseplating;uefplate;vctile4;shiphull7;uefplate2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Luna Dome.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Luna Dome&lt;br /&gt;
| 2,007&lt;br /&gt;
| 2,007&lt;br /&gt;
| 1,073&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Luna_Dome.pof&lt;br /&gt;
:Texture list: chg-capital01-03;lights;shiphull7;uefplate;capital11-01a;helheim03a&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Lunar Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Lunar Tower&lt;br /&gt;
| 550.44&lt;br /&gt;
| 514.25&lt;br /&gt;
| 180.45&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Lunar_Tower.pof&lt;br /&gt;
:Texture list: uefplate2;baseplating&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Lunar Magnetic Levitator.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Lunar Magnetic Levitator&lt;br /&gt;
| 130&lt;br /&gt;
| 104,261&lt;br /&gt;
| 69&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Lunar_Mag_Lev.pof&lt;br /&gt;
:Texture list: shiphull7&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:City Base.jpg|frameless|center|350x350px]]&lt;br /&gt;
| City Base&lt;br /&gt;
| 4,180&lt;br /&gt;
| 4,180&lt;br /&gt;
| 106&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: City_Base.pof&lt;br /&gt;
:Texture list: uefplate5&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Skyscraper 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Skyscraper 2&lt;br /&gt;
| 190.8&lt;br /&gt;
| 184.39&lt;br /&gt;
| 386.47&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: skyscraper2.pof&lt;br /&gt;
:Texture list: build1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Skyscraper 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Skyscraper 3&lt;br /&gt;
| 96.42&lt;br /&gt;
| 96.42&lt;br /&gt;
| 626.56&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: skyscraper3.pof&lt;br /&gt;
:Texture list: build2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Skyscraper 4.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Skyscraper 4&lt;br /&gt;
| 150&lt;br /&gt;
| 193.75&lt;br /&gt;
| 466.25&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: skyscraper4.pof&lt;br /&gt;
:Texture list: building8_2;building8&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Space Port.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Space Port&lt;br /&gt;
| 60.44&lt;br /&gt;
| 60.44&lt;br /&gt;
| 60.44&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: spaceport.pof&lt;br /&gt;
:Texture list: invisible;invisible;cor_spaceport;insttex04&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Biodome-Struts.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Biodome-Struts&lt;br /&gt;
| 200&lt;br /&gt;
| 200&lt;br /&gt;
| 105.81&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Biodome-Struts.pof&lt;br /&gt;
:Texture list: biodome;Struts&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Biodome-Glass.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Biodome-Glass&lt;br /&gt;
| 192.64&lt;br /&gt;
| 192.57&lt;br /&gt;
| 94.67&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Biodome-Glass.pof&lt;br /&gt;
:Texture list: GoldGlass&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Big Building.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Big Building&lt;br /&gt;
| 510.22&lt;br /&gt;
| 508.29&lt;br /&gt;
| 880.92&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Terran_Centrum.pof&lt;br /&gt;
:Texture list: super_build&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/ExileITDW Exile on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Sensor Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Sensor Tower&lt;br /&gt;
| 57.24&lt;br /&gt;
| 50.8&lt;br /&gt;
| 102.06&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Pylon.pof&lt;br /&gt;
:Texture list: rtower;RTower-deb;damage&lt;br /&gt;
| &lt;br /&gt;
The dish is a rotating subobject.&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Fighterbay.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Fighterbay&lt;br /&gt;
| 228.44&lt;br /&gt;
| 293.83&lt;br /&gt;
| 138.28&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: MoonFB.pof&lt;br /&gt;
:Texture list: HRMoon;MareTile;LHD-Body&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/TI TI on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Bridge.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Bridge&lt;br /&gt;
| 55&lt;br /&gt;
| 1,100&lt;br /&gt;
| 298&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Bridge.pof&lt;br /&gt;
:Texture list: road-tile WIP2;awactile2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Artillery Tower.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Artillery Tower&lt;br /&gt;
| 236.94&lt;br /&gt;
| 207.71&lt;br /&gt;
| 437.17&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Artillery_Tower.pof&lt;br /&gt;
:Texture list: tcov3ab;lights2;doctile3ab;tcov2ab;doctile1ab;tcov7;Beam4;SP&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Ice Mountain.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ice Mountain&lt;br /&gt;
| 317.47&lt;br /&gt;
| 320.1&lt;br /&gt;
| 585.54&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: isle4.pof&lt;br /&gt;
:Texture list: deep-freeze&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/SG Shadow Genesis on Knossos | FSnebula]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Space props==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Thumbnail&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Width&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Height&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Length&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Turrets&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Fighterbays&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Credits&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Modding Resources&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Additional Info&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; | Links&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AstLayer.jpg|frameless|center|350x350px]]&lt;br /&gt;
| AstLayer&lt;br /&gt;
| 1,491,093&lt;br /&gt;
| 1,468,440&lt;br /&gt;
| 241,650&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: astlayer.pof&lt;br /&gt;
:Texture list: invisible;invisible;AstLayer&lt;br /&gt;
| &lt;br /&gt;
Slowly rotating mesh made of flat textures to be used as a background.&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Scar Asteroid.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Scar Asteroid&lt;br /&gt;
| 8,738&lt;br /&gt;
| 18,299&lt;br /&gt;
| 8,993&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: astscar.pof&lt;br /&gt;
:Texture list: AstScar_B;AstScar_A;AstScar_C;AstScar_D&lt;br /&gt;
| &lt;br /&gt;
The infamous Scar Asteroid first featured in BtRL, with a modeled interior cave.&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://fsnebula.org/mod/blueplanetcomplete Blue Planet on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Scar Asteroid C.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Scar Asteroid C&lt;br /&gt;
| 4,025&lt;br /&gt;
| 2,070&lt;br /&gt;
| 2,500&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: astscarc.pof&lt;br /&gt;
:Texture list: Ast_R1_04;Ast_R1_01;Ast_R1_03;Ast_R1_02;Ast_R1_Deb&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Asteroid_Field_1.jpeg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 1#3D&lt;br /&gt;
| 1,353&lt;br /&gt;
| 1,332&lt;br /&gt;
| 992&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField1-3D.pof&lt;br /&gt;
:Texture list: Rock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AsteroidField1_Flat.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 1#Flat&lt;br /&gt;
| 1,657&lt;br /&gt;
| 1,610&lt;br /&gt;
| 488&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField1-Flat.pof&lt;br /&gt;
:Texture list: Rock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AsteroidField2_3D.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 2#3D&lt;br /&gt;
| 2,262&lt;br /&gt;
| 2,110&lt;br /&gt;
| 1,919&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField2-3D.pof&lt;br /&gt;
:Texture list: Rock2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AsteroidField2_Flat.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 2#Flat&lt;br /&gt;
| 3,353&lt;br /&gt;
| 3,223&lt;br /&gt;
| 760&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField2-Flat.pof&lt;br /&gt;
:Texture list: Rock2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AsteroidField3_3D.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 3#3D&lt;br /&gt;
| 3,524&lt;br /&gt;
| 3,188&lt;br /&gt;
| 2,616&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField3-3D.pof&lt;br /&gt;
:Texture list: Rock3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-AsteroidField3_Flat.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid Field 3#Flat&lt;br /&gt;
| 3,953&lt;br /&gt;
| 3,815&lt;br /&gt;
| 1,077&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: AsteroidField3-Flat.pof&lt;br /&gt;
:Texture list: Rock3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Derelict 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Derelict 1&lt;br /&gt;
| 942.6&lt;br /&gt;
| 884.87&lt;br /&gt;
| 2052.3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: derelict1.pof&lt;br /&gt;
:Texture list: debris1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Derelict 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Derelict 2&lt;br /&gt;
| 288.05&lt;br /&gt;
| 365.61&lt;br /&gt;
| 830.07&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: derelict2.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 1&lt;br /&gt;
| 205.9&lt;br /&gt;
| 202.34&lt;br /&gt;
| 350.31&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk1.pof&lt;br /&gt;
:Texture list: debris1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 2&lt;br /&gt;
| 222.11&lt;br /&gt;
| 298.34&lt;br /&gt;
| 197.77&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk2.pof&lt;br /&gt;
:Texture list: debris1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 3&lt;br /&gt;
| 123.14&lt;br /&gt;
| 126.45&lt;br /&gt;
| 244.87&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk3.pof&lt;br /&gt;
:Texture list: debris2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 4.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 4&lt;br /&gt;
| 179.15&lt;br /&gt;
| 171.7&lt;br /&gt;
| 230.9&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk4.pof&lt;br /&gt;
:Texture list: debris2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 5.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 5&lt;br /&gt;
| 77.11&lt;br /&gt;
| 43.94&lt;br /&gt;
| 161.84&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk5.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 6.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 6&lt;br /&gt;
| 72.55&lt;br /&gt;
| 27.24&lt;br /&gt;
| 19.64&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk6.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 7.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 7&lt;br /&gt;
| 49.78&lt;br /&gt;
| 38.43&lt;br /&gt;
| 63.73&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk7.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 8.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 8&lt;br /&gt;
| 41.34&lt;br /&gt;
| 40.28&lt;br /&gt;
| 62.05&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk8.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 9.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 9&lt;br /&gt;
| 85.68&lt;br /&gt;
| 77.78&lt;br /&gt;
| 74.72&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk9.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 10.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 10&lt;br /&gt;
| 71.76&lt;br /&gt;
| 86.79&lt;br /&gt;
| 76.77&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk10.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 11.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 11&lt;br /&gt;
| 49.58&lt;br /&gt;
| 26.73&lt;br /&gt;
| 83.51&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk11.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 13.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 13&lt;br /&gt;
| 102.69&lt;br /&gt;
| 69.5&lt;br /&gt;
| 271.05&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk13.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Solaris-Debris Chunk 14.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris Chunk 14&lt;br /&gt;
| 61.24&lt;br /&gt;
| 59.92&lt;br /&gt;
| 41.7&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: debrischunk14.pof&lt;br /&gt;
:Texture list: debris3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/Solaris Solaris on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:ArenaAsteroid.jpg|frameless|center|350x350px]]&lt;br /&gt;
| ArenaAsteroid&lt;br /&gt;
| 12,971&lt;br /&gt;
| 15,235&lt;br /&gt;
| 9,781&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Arenaroid.pof&lt;br /&gt;
:Texture list: arena-outerroid;arena-innerroid&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Blue Asteroid 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Blue Asteroid 1&lt;br /&gt;
| 8,705&lt;br /&gt;
| 18,291&lt;br /&gt;
| 8,974&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceMassive1.pof&lt;br /&gt;
:Texture list: AstScar_Main;AstScar_Ent;AstScar_Inside&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Blue Asteroid 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Blue Asteroid 2&lt;br /&gt;
| 5,811&lt;br /&gt;
| 10,204&lt;br /&gt;
| 7,152&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceMassive2.pof&lt;br /&gt;
:Texture list: AstScar2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Blue Asteroid 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Blue Asteroid 3&lt;br /&gt;
| 3,428&lt;br /&gt;
| 5,408&lt;br /&gt;
| 5,450&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceMassive3.pof&lt;br /&gt;
:Texture list: AstScar3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Huge Blue Asteroid 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Huge Blue Asteroid 1&lt;br /&gt;
| 1,149&lt;br /&gt;
| 1,247&lt;br /&gt;
| 1,765&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceHuge1.pof&lt;br /&gt;
:Texture list: AstHugeBlue1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Huge Blue Asteroid 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Huge Blue Asteroid 2&lt;br /&gt;
| 617.71&lt;br /&gt;
| 534.75&lt;br /&gt;
| 594.24&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceHuge2.pof&lt;br /&gt;
:Texture list: AstHugeBlue2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Large Blue Asteroid.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Large Blue Asteroid&lt;br /&gt;
| 244.76&lt;br /&gt;
| 271.88&lt;br /&gt;
| 219.07&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-IceLarge.pof&lt;br /&gt;
:Texture list: asteroid3-01&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Rocky Asteroid 1.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Rocky Asteroid 1&lt;br /&gt;
| 3,213&lt;br /&gt;
| 3,194&lt;br /&gt;
| 3,811&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-RockMassive1.pof&lt;br /&gt;
:Texture list: AstMassiveRock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Rocky Asteroid 2.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Rocky Asteroid 2&lt;br /&gt;
| 2,379&lt;br /&gt;
| 2,239&lt;br /&gt;
| 1,802&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-RockMassive2.pof&lt;br /&gt;
:Texture list: AstMassiveRock2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Massive Rocky Asteroid 3.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Massive Rocky Asteroid 3&lt;br /&gt;
| 3,055&lt;br /&gt;
| 3,808&lt;br /&gt;
| 2,130&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-RockMassive3.pof&lt;br /&gt;
:Texture list: AstMassiveRock3&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Ore Asteroid.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Ore Asteroid&lt;br /&gt;
| 51.83&lt;br /&gt;
| 51.99&lt;br /&gt;
| 48.24&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Asteroid-Ore.pof&lt;br /&gt;
:Texture list: astore1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Salteroid.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Salteroid&lt;br /&gt;
| 2,044&lt;br /&gt;
| 1,858&lt;br /&gt;
| 3,942&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: asteroid-ice-cylinder.pof&lt;br /&gt;
:Texture list: aster-icecylinder&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Rock1Collection3D.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Rock1Collection3D&lt;br /&gt;
| 1,353&lt;br /&gt;
| 1,332&lt;br /&gt;
| 992&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Rock1Collection3D.pof&lt;br /&gt;
:Texture list: astmassiverock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Rock2Collection3D.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Rock2Collection3D&lt;br /&gt;
| 2,262&lt;br /&gt;
| 2,110&lt;br /&gt;
| 1,919&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Rock2Collection3D.pof&lt;br /&gt;
:Texture list: astmassiverock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Rock3Collection3D.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Rock3Collection3D&lt;br /&gt;
| 3,524&lt;br /&gt;
| 3,188&lt;br /&gt;
| 2,616&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Rock3Collection3D.pof&lt;br /&gt;
:Texture list: astmassiverock1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=88712.0 | Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Panels.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Panels&lt;br /&gt;
| 45.48&lt;br /&gt;
| 44.44&lt;br /&gt;
| 7.94&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* ???&lt;br /&gt;
| &lt;br /&gt;
:$POF File: Panels.pof&lt;br /&gt;
:Texture list: habdd&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[https://fsnebula.org/mod/wod WoD on Knossos | FSnebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:DebrisB.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris#B&lt;br /&gt;
| 72.77&lt;br /&gt;
| 340.85&lt;br /&gt;
| 93.9&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Wing Commander Saga team&lt;br /&gt;
| &lt;br /&gt;
:$POF File: tcs_caernaven_debris.pof&lt;br /&gt;
:Texture list: tcs_caernaven_d_1;debris01c&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* [https://fsnebula.org/mod/Wing_Commander_Saga Wing Commander Saga on Knossos | FSNebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:AsteroidA.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Asteroid#A&lt;br /&gt;
| 4,307&lt;br /&gt;
| 4,425&lt;br /&gt;
| 4,492&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Wing Commander Saga team&lt;br /&gt;
| &lt;br /&gt;
:$POF File: misc_asteroid_1.pof&lt;br /&gt;
:Texture list: asteroid_huge_01&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* [https://fsnebula.org/mod/Wing_Commander_Saga Wing Commander Saga on Knossos | FSNebula]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:DebrisA.jpg|frameless|center|350x350px]]&lt;br /&gt;
| Debris#A&lt;br /&gt;
| 37&lt;br /&gt;
| 181.49&lt;br /&gt;
| 41.71&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Wing Commander Saga team&lt;br /&gt;
| &lt;br /&gt;
:$POF File: kis_zakhari_debris.pof&lt;br /&gt;
:Texture list: kilrathi_details_2;kilrathi_details_1;debris_1;kis_zakhari_3;kis_zakhari_1&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* [https://fsnebula.org/mod/Wing_Commander_Saga Wing Commander Saga on Knossos | FSNebula]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>DefCynodont119</name></author>
	</entry>
</feed>